this way... you can have both the old shepard in the new story game... and at the same time have new characters or story or w.e and appeal to both
Modifié par DLC200, 09 décembre 2013 - 12:24 .
Modifié par DLC200, 09 décembre 2013 - 12:24 .
Modifié par besterisgood, 15 décembre 2013 - 11:41 .
Thesandman87 wrote...
I just want to go back more to RPG style elements and less FPS elements, honestly to much was sacrificed as far as depth goes in ME2 and 3 for the FPS style
Modifié par jnthn0584, 17 décembre 2013 - 10:15 .
Modifié par EliotNesss, 18 décembre 2013 - 01:06 .
EliotNesss wrote...
I actually love Grizzly46's idea of doing a definitive anniversary redo of ME trilogy. One that cleans the game up; add all of the DLC, and make it play somewhere between ME 2 and 3 from a gameplay and physics standpoint. That would be canon. That would also be a killer collector's edition that I would buy. And especially for PC if they adjusted it so I could actually chose between using a mouse/KB or controller. They should farm it out to a Company like Saber Interactive, who did Halo CEA. But I would not do this instead of a follow up trilogy. Do both! And for goodness sake, please don't go backwards and do a prequel. That is the only thing I won't buy into. Unless going "Back To The Future" allowed me to actually reshape events in the ME future.
For those suggesting more RPG and less FPS; I couldn't not disagree more. I think Bioware got that progression down perfectly. The balance between the two were flawless IMO as the stakes got ratcheted up between the 3 episodes. The Galaxy was at war or always near a state of war. They got the tension between the 2 styles just right to reflect that. Why keep blabbering when its time to fight. And vice versa.
For those still complaining about the endings. I really think you need to let that go. I and many others loved the ending. I had the choice to decide exactly how I wanted it to end based on the way I played all 3 games. For many (based on comments read here and elsewhere), most of the disappointment centered around one's perception of a heroic or "happy" ending based on a non heroic style of play. Or the ending wasn't happy if you died a perceived meaningless death. Both package of feelings suggest that one played the game out of character. Because all along you were shaping the only personality that was unformed. That was Shepard/You. If you played Shepard as a Renegade Badass, who only cared about humans, Him/Her/Self and mercenaries, you got the ending you and the Illusive Man deserved with the Refusal or Destroy options. If you played as a Full or near Paragon, you got the 2 endings that was required with Synthesis or Control. And regardless of how you played, you got to observe all of the end game scenarios.
jnthn0584 wrote...
On a slight side note; I am also really hoping for a more free-form class system. Not like Skyrim, but more in line of a build-from-template system. Like picking an Adept would let pick one from between two or three "core" powers (singularity, biotic orbs, stasis, ect) that are Adept exclusive, but then you can add whatever general biotic powers to that base you want.
Modifié par Aethgeir, 18 décembre 2013 - 05:40 .
Aethgeir wrote...
jnthn0584 wrote...
On a slight side note; I am also really hoping for a more free-form class system. Not like Skyrim, but more in line of a build-from-template system. Like picking an Adept would let pick one from between two or three "core" powers (singularity, biotic orbs, stasis, ect) that are Adept exclusive, but then you can add whatever general biotic powers to that base you want.
The only reason to include "classes" in a game at all is if different classes actually run off of different dynamics. Currently all classes in Mass Effect essentially just run off the same "powers" dynamic, where different classes have one unique power and a few different choices.
What I'd like to see are complete customization of "class", (perhaps starting with a template and offering an "auto-leveling" feature for those who aren't interested in customization) A player should be able to advance their character in whatever way they wish. This would result in some very narrow but very potent specialists, and other less potent but more versatile jack-of-all-trades characters, all depending on the player's play-style.
"Combat" heavy classes would be the simplest, catering to FPS players with advancement tied mostly to improving one's weapons, armour and grenades. Combat "Powers" like "Carnage" or "Concussion" might be unlocked by applying an under-slung RPG launcher to shotguns or assault rifles, while "Adrenalin" might be unlocked by applying a particular mod or component to your armour.
"Tech" heavy classes could be the most versatile with "Tech Applications" that can actually be bought, sold and upgraded, and then uploaded to an Omni-Tool or Combat Drone "pet". This would allow players to equip their character according to the enemies they expect to face and their play-style.
"Biotic" classes could be the most powerful with powers running of a "tree" like progression similar to what they already do, albeit more elaborate. Biotic powers should have a high degree interaction, allowing the player to set up devastating combos. They might also draw on a regenerating biotic "pool" (perhaps even the character's "barriers") that could be topped-off with "Juice" power-ups!
Finally, level design should be more like Deus-Ex: Non-linear and reflecting these different dynamics, presenting players with problems that can be solved in several different ways. For example, a tech character facing a locked door might use an "application" to bypass the lock. A combat heavy character might use a "breach-grenade" to blow open a nearby air-shaft to go around, whereas a Biotic might simply rip the door right out of its frame!
Modifié par jnthn0584, 18 décembre 2013 - 06:29 .
X-Master wrote...
EliotNesss wrote...
I actually love Grizzly46's idea of doing a definitive anniversary redo of ME trilogy. One that cleans the game up; add all of the DLC, and make it play somewhere between ME 2 and 3 from a gameplay and physics standpoint. That would be canon. That would also be a killer collector's edition that I would buy. And especially for PC if they adjusted it so I could actually chose between using a mouse/KB or controller. They should farm it out to a Company like Saber Interactive, who did Halo CEA. But I would not do this instead of a follow up trilogy. Do both! And for goodness sake, please don't go backwards and do a prequel. That is the only thing I won't buy into. Unless going "Back To The Future" allowed me to actually reshape events in the ME future.
For those suggesting more RPG and less FPS; I couldn't not disagree more. I think Bioware got that progression down perfectly. The balance between the two were flawless IMO as the stakes got ratcheted up between the 3 episodes. The Galaxy was at war or always near a state of war. They got the tension between the 2 styles just right to reflect that. Why keep blabbering when its time to fight. And vice versa.
For those still complaining about the endings. I really think you need to let that go. I and many others loved the ending. I had the choice to decide exactly how I wanted it to end based on the way I played all 3 games. For many (based on comments read here and elsewhere), most of the disappointment centered around one's perception of a heroic or "happy" ending based on a non heroic style of play. Or the ending wasn't happy if you died a perceived meaningless death. Both package of feelings suggest that one played the game out of character. Because all along you were shaping the only personality that was unformed. That was Shepard/You. If you played Shepard as a Renegade Badass, who only cared about humans, Him/Her/Self and mercenaries, you got the ending you and the Illusive Man deserved with the Refusal or Destroy options. If you played as a Full or near Paragon, you got the 2 endings that was required with Synthesis or Control. And regardless of how you played, you got to observe all of the end game scenarios.
Agreed. For me it was a few little niggles here and there such as ME2 needing more variety of guns, ME3 I think got that down pretty well, a good variety of equipment without the palooza of ME1 where the only difference was stats, not so much in aesthetics or even unique functionality like 3 shots only per trigger pull.
As far as the ending goes in ME3, the only thing I was not a big fan of was the shoehorning of the reaper's motivations when the whole concept was undoubtedly there but was mostly in the background of the first two games, at least to my mind anyway.
Guest_StreetMagic_*
jnthn0584 wrote...
Aethgeir wrote...
jnthn0584 wrote...
On a slight side note; I am also really hoping for a more free-form class system. Not like Skyrim, but more in line of a build-from-template system. Like picking an Adept would let pick one from between two or three "core" powers (singularity, biotic orbs, stasis, ect) that are Adept exclusive, but then you can add whatever general biotic powers to that base you want.
The only reason to include "classes" in a game at all is if different classes actually run off of different dynamics. Currently all classes in Mass Effect essentially just run off the same "powers" dynamic, where different classes have one unique power and a few different choices.
What I'd like to see are complete customization of "class", (perhaps starting with a template and offering an "auto-leveling" feature for those who aren't interested in customization) A player should be able to advance their character in whatever way they wish. This would result in some very narrow but very potent specialists, and other less potent but more versatile jack-of-all-trades characters, all depending on the player's play-style.
"Combat" heavy classes would be the simplest, catering to FPS players with advancement tied mostly to improving one's weapons, armour and grenades. Combat "Powers" like "Carnage" or "Concussion" might be unlocked by applying an under-slung RPG launcher to shotguns or assault rifles, while "Adrenalin" might be unlocked by applying a particular mod or component to your armour.
"Tech" heavy classes could be the most versatile with "Tech Applications" that can actually be bought, sold and upgraded, and then uploaded to an Omni-Tool or Combat Drone "pet". This would allow players to equip their character according to the enemies they expect to face and their play-style.
"Biotic" classes could be the most powerful with powers running of a "tree" like progression similar to what they already do, albeit more elaborate. Biotic powers should have a high degree interaction, allowing the player to set up devastating combos. They might also draw on a regenerating biotic "pool" (perhaps even the character's "barriers") that could be topped-off with "Juice" power-ups!
Finally, level design should be more like Deus-Ex: Non-linear and reflecting these different dynamics, presenting players with problems that can be solved in several different ways. For example, a tech character facing a locked door might use an "application" to bypass the lock. A combat heavy character might use a "breach-grenade" to blow open a nearby air-shaft to go around, whereas a Biotic might simply rip the door right out of its frame!
In a word; cool. But let me build off of that.
Each of our three core character types are giving a basic “frame” at the onset that can be replaced for better models as they progress. These “frames” allow them to “equip” the different powers they buy/find/learn over the core of the game.
Combat specialists would have “tactical harnesses” that allow them “carry” more modified thermal clips and grenades allowing them to “toggle” between different ammo powers or toss grenades or whatever. As the game progresses they can buy/find/craft/be rewarded better harnesses with more “pockets” allowing them to carry more stuff.
Tech specialists would of course obtain and upgrade Omni-Tools onto which they can “install” different power applications, limited by the Omni-Tool’s memory. Upgrading to a better tool means more memory, and thereby the ability to “install” more “applications.”
Biotic specialists would use the new L4 VI assisted implants and upgrade their amps. Like tech specialists they can acquire and “install” new software into the implant, but the number of techniques the VI can assist with is limited by the power of their amp, and as such the amp is what is constantly upgraded to allow them to utilize a wider verity of powers.
Each of these frames has a skill associated with it, and this skill needs to be upgraded as the game progresses in order to allow the use of more advanced frames. So a player could choose to focus only on upgrading their tech skill and be able to equip the most advanced Omni-Tools, but be limited to only the most basic amps and harnesses, thus limiting their ability in those fields. Likewise “skill points” are used to unlock the use of weapon types.
In addition to that players also get additional points to spend on abilities themselves with a branching system. Improving on the core “powers” they have bought or found. For example I might just find or buy a basic Overload program for my Omni-Tool, but then I can spend points to improve that program and make it better. The skill level of combat/tech/biotics could even be used to limit how many upgrades you could take for a given power type. So someone focused heavily on Tech would not only be able to equip more tech powers, they would be able to improve those powers well beyond those a combat specialist may install on his entry level Omni-Tool.
Modifié par Aethgeir, 19 décembre 2013 - 06:37 .
Modifié par jnthn0584, 19 décembre 2013 - 08:29 .
jnthn0584 wrote...
An interesting idea to be sure, but I would handle its implementation a little bit differently. I’ll try to be brief….
Okay, combat armor, weapons, biotic amps, omni-tools, omni-tool applications, biotic techniques, and combat equipment (such as grenades and the like) are all items that can be found or purchased in the game. Likewise “powers” can be upgraded by finding or purchasing better versions of them (Overload v1.0, Overload v2.0 ect). And you equip these powers in order to use them in combat. But the types, ranks, and number of powers you can equip is limited by your equipment, and that is limited by your skills. And everyone has the same selection divided into three categories.
*Skills include Fitness (raises health and melee damage) and a class based Mastery (raises shields and provides power bonuses).
*Weapon Proficiencies include Heavy Pistols, SMGs, Shotguns, Assault Rifles, and Sniper Rifles.
*Training includes Combat training (provides a passive armor boost and allows the player to equip non-basic Combat Armor), Engineering (provides a passive power recharge bonus and allows the player to equip non-basic Omni-Tools), and Biotic Talent (provides a passive power damage bonus and allows the player to equip Biotic Amps).
As you level you spend points in these different sections. Each item has six ranks with evolving choices at ranks four, five, and six just like in Mass Effect 3. You need proficiency with a given weapon before you can use it, but the bonuses for having higher ranks with a given weapon are all passive or back-end stuff, so you won’t ever be punished for not having a high rank in a given weapon. If you can equip a weapon you can use it competently, but having a high rank provides highly desirable bonuses. I’ll give an example.
Heavy Pistol
Rank 1: Allow use of Heavy Pistols.
Rank 2: reduces pistol recoil.
Rank 3: reduces pistol reload speed.
Rank 4: Choice of increased damage to unshielded foes or increased ammo capacity
Rank 5: choice of increased headshot damage or minor armor penetration
Rank 6: choice of completely eliminating pistol recoil or allowing dual wielding of pistols
Powers are limited by your training, as you need better equipment to use better powers. I could give a fuller example and some lore reasons for this if you like, but for now I’ll keep things short with a concise mechanical example.
Combat Training
Rank 1: Allows use of combat armor, provides 5% damage resistance while wearing armor, and allows use of a single rank one combat equipment type power.
Rank 2: Increases damage resistance to 10%, and allows use of up to two combat equipment type powers of rank two or lower.
Rank 3: Increases damage resistance to 15%, and allows use of up to three combat equipment type powers of rank three or lower.
Rank 4: Choice of providing a damage resistance bonus to light firearms (Pistols and SMGs) or increasing sprint speed. Allows use of up to four combat equipment type powers of rank four or lower.
Rank 5: Choice of providing a damage resistance bonus to heavy firearms (shotguns, Assault Rifles) or increasing melee damage. Allows use of up to five combat equipment type powers of rank five or lower.
Rank 6: Choice of providing a damage resistance bonus to anti-armor weapons (Sniper Rifles, explosives) or increasing weapon damage. Allows use of up to six combat equipment type powers of rank six or lower.
What do you think of this? Out of combat functions based on your build can be sprinkled into this baseline.
Modifié par Aethgeir, 20 décembre 2013 - 01:11 .
Aethgeir wrote...
Additionally, I would bring back "Heavy Weapons". At this point, "Combat" specialists may need something to balance them out with tech and biotic characters. Effectiveness with these should come at considerable cost however.
Aethgeir wrote...
One final note, BioWare should use this exact same character creation/progression system in both multi-player and single player. None of this slow-unveiling-of-new-"classes"-over-time nonsense! Players should be able to build whatever kind of character they want right from the get go. Any new races or "powers" added to multiplayer should likewise become available in single player and vice-versa. This would allow players to "test" custom character builds - and if they develop something they like, they can go back and use that build in the single player campaign.
It's all about the Player: The most important character in every game!