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Casey Hudson wants to hear fan's ideas on a new mass effect game


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#4001
Lord Watson

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Updating Journal Entries
While it's not game breaking, I found the lack of updating quest entries a pain in the 3rd game. That's pretty standard in RPGs these days. I started up a play through from months prior and had to waste an hour walking the entire Citadel looking for NPC interaction triggers because the quest entries don't update and there's no inventory. Did I find the Pillars of Strength already?

Charm/Intimidate skills in addition to Renegade/Paragon scores
I don't like that demeanor is factored in to the alignment/morality system. My renegade might be a silver tongued manipulator. My paragon may be rude, but always does the right thing. I like that the first game at least had the skills to accompany the meter.

No more preselected dialogue...ok, less of it.
I was amazed at how many lines of dialogue were pre selected in the 3rd game. It was common enough that I'd paused my game to make sure it wasn't on Action mode or something.

Space Combat in Space game
I'm sure I'm not the only one who hoped for some space battle in at least one of the games. The only flight sequence that even comes to mind is the chase scene in LotSB.

Deep Cover Spy Story
Commander Shepard was a soldier. How about the next one be a spy? There's plenty of room for galactic conspiracy and intrigue in the ME universe. There would be so many opportunities for tough decision making when you have to maintain cover and complete objectives.

Better love stories
I like romance in an RPG. I like romance in most stories. It's very powerful, and adds a level of depth to the characters. I'm fine with getting rid of HD sex scenes in favor of endearing dialogue and interaction between the characters. Tali is the best in this regard IMO. She engages in playful banter and flirtation when she's in your party.

Keep the upgraded movement from 3. I liked having a dodge roll. I also liked being able to hop over cover during a sprint.

CQC
I'd like the CQC to be a little more developed. Perhaps have CQC skills be a skillset for a particular class. Some of us like our melee and martial arts.

#4002
Grizzly46

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Lord Watson wrote...
Updating Journal Entries
While it's not game breaking, I found the lack of updating quest entries a pain in the 3rd game. That's pretty standard in RPGs these days. I started up a play through from months prior and had to waste an hour walking the entire Citadel looking for NPC interaction triggers because the quest entries don't update and there's no inventory. Did I find the Pillars of Strength already?


Oh yes. Overall, the journal is a real let down from previous games, and well, pretty much ANY game.

Lord Watson wrote...
Charm/Intimidate skills in addition to Renegade/Paragon scores
I don't like that demeanor is factored in to the alignment/morality system. My renegade might be a silver tongued manipulator. My paragon may be rude, but always does the right thing. I like that the first game at least had the skills to accompany the meter.


Which is why the entire paragon/renegade system is flawed, in that it lacks a 'Approve' system. Sure, you can get a reputation as a paragon or renegade, but you should also get approval from the people you interact with. For example, while you might become a hero for the quarians, you might treat Tali as crap and have her hating you. This is also more how it works in real life so to speak, if we look at many famous people. I know who Brad Pitt is and have a fairly good picture on where he stands on a few subjects, and I think he is a fairly decent to good actor. But I don't know him personally, and that is a completely different matter.

Lord Watson wrote...
No more preselected dialogue...ok, less of it.
I was amazed at how many lines of dialogue were pre selected in the 3rd game. It was common enough that I'd paused my game to make sure it wasn't on Action mode or something.


Yeah, me too. I don't mind if auto-dialogue is made as 'text-breakers' if the NPC has a lot to say or if it is just to make a bridge between subjects, but to have the auto-dialogue make assumptions about my Shepard? 'Women have good ideas, Wrex'. WTF? My Shepard is a misogynist... Or even worse, 'Geth are better than this!' - says my synthetics-hating Shepard... This is such a big no-no I want to bring it to the military court in Hague.

This boils down to control (not the ending control mind you) - auto-dialogue is taking away control from the player, and each time that is done, the entire RPG experience suffers. In fairness, ME3 is not alone in this - I'm playing Skyrim (finally) and side-quests are piling up simply because I can't say no, it's ether 'yes, I'll do that' or 'maybe later', but both answers make the quest end up in the journal...

Lord Watson wrote...
Space Combat in Space game
I'm sure I'm not the only one who hoped for some space battle in at least one of the games. The only flight sequence that even comes to mind is the chase scene in LotSB.


Yup. There's a lot bragging going on how great the Normandy is, but the only times we have seen it in actual action is by cut scenes... Simply put, it's a waste if you have this great thing, but never gets to use it. I guess that goes for other things as well.

Lord Watson wrote...
Better love stories
I like romance in an RPG. I like romance in most stories. It's very powerful, and adds a level of depth to the characters. I'm fine with getting rid of HD sex scenes in favor of endearing dialogue and interaction between the characters.


I kind of agree with you, but the problem is that a lot of romances feel tacked on and very badly done, most prominently in ME1, simply because its thrown in since 'it's needed'. Or in other words, it's in the game because its just something on the list of 'need to do's ' somewhere between 'guns' and 'larger guns'. The romances in ME2 were ok and the ones in ME3 better, but in neither they were really good. Compare for example with the romances in Baldurs Gate II, where it took a looong time for the romance to really kick in, but when they did, they felt a lot more natural, and because of that, a lot more rewarding.

TL;DR: The entire concept of romances needs an upgrade at Bioware.

Lord Watson wrote...
Keep the upgraded movement from 3. I liked having a dodge roll. I also liked being able to hop over cover during a sprint.


Oh yes. The movement in ME3 was pretty darn fantastic to have. And if I may say so, the entire combat system was great.

#4003
Invisible Man

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I think they bound too many actions to the spacebar though. got kind of annoying at times.

Modifié par Invisible Man, 08 janvier 2014 - 12:26 .


#4004
Aethgeir

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Grizzly46 wrote...

Lord Watson wrote...
Space Combat in Space game
I'm sure I'm not the only one who hoped for some space battle in at least one of the games. The only flight sequence that even comes to mind is the chase scene in LotSB.


Yup. There's a lot bragging going on how great the Normandy is, but the only times we have seen it in actual action is by cut scenes... Simply put, it's a waste if you have this great thing, but never gets to use it. I guess that goes for other things as well.


I've been wondering lately how this could actually work. I feel this could possibly tie into more dynamic exploration. Both space exploration and space combat would involve more dynamic interactions with the ship and its crew.  Currently, the galaxy map is a separate screen, where star-clusters, systems, planets, etc. are projected against a random star field and we 'drive' the ship around the screen. (Why would even do that? That's the pilot's job.)   Imagine if, instead, all those layers (clusters, systems, planets, etc.) where projected into the CIC itself (i.e. more like the galaxy map in Leviathan) where the player interacts with the galaxy map through their character.

Rather than manually scanning whole planets and areas of space, we may simply filter through several different sensor systems, allowing us to spot 'anomalies' that we could then investigate. The actual control of the process could even be through various dialogue commands issued to different crew members, creating the impression that we are in fact 'commanding' this ship and leading the crew.

This would also work in space combat scenarios. For example, while cycling through various sensors, one of the crew reports that you've detected a ship, you bring it up on the holo-map relative to your own ship (it may be just a blip in the larger space) and this initiates new commands: 'ignore it, hail them, move to engage, activate stealth mode, etc.'  If combat is joined we simply issue new commands as the situation demands. Ultimately, this is an RPG, so we don't really need a full-blown strategy game.

Another possibility is - as Lord Watson suggested - in combat, the ship essentially becomes a 'vehicle' and we fly around a 3D space with obstacles, enemy ships, etc.  The 'fixed forward' primary weapons of ships in the Mass Effect universe would be particularly well-suited to this sort of combat dynamic.

#4005
Aethgeir

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Invisible Man wrote...

I think they bound too many actions to the spacebar though. got kind of annoying at times.


Yeah, I'm with you on this one.  Is it really so hard to have separate "use" and "cover" keys? This could only benefit the "improved combat movement".  Although as much as I would like "jump" and "crouch" keys as well, I'm pretty sure these are limited so as to function better on consoles.  Ever an annoyance to us PC gamers!

And what about a 'holster weapon' function? It's a very simply dynamic that changes the context of the basic controls, why wouldn't you have that?

Modifié par Aethgeir, 08 janvier 2014 - 01:31 .


#4006
Grizzly46

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Aethgeir wrote...
Another possibility is - as Lord Watson suggested - in combat, the ship essentially becomes a 'vehicle' and we fly around a 3D space with obstacles, enemy ships, etc.  The 'fixed forward' primary weapons of ships in the Mass Effect universe would be particularly well-suited to this sort of combat dynamic.


And it could be done very well, since that's nothing new - we saw it in both Wing Commander and Elite to mention two classics - so why not in Mass Effect?

#4007
Invisible Man

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Aethgeir wrote...

Invisible Man wrote...

I think they bound too many actions to the spacebar though. got kind of annoying at times.


Yeah, I'm with you on this one.  Is it really so hard to have separate "use" and "cover" keys? This could only benefit the "improved combat movement".  Although as much as I would like "jump" and "crouch" keys as well, I'm pretty sure these are limited so as to function better on consoles.  Ever an annoyance to us PC gamers!

And what about a 'holster weapon' function? It's a very simply dynamic that changes the context of the basic controls, why wouldn't you have that?


I wish they hadn't removed the holster button too. they had it for me1 & 2, the first time playing me3 I was franticly searching for the holster button, and when I found out there wasn't one I though: "who came up with that stupid idea". 

#4008
Shepard Drake Marston

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Invisible Man wrote...

Aethgeir wrote...

Invisible Man wrote...

I think they bound too many actions to the spacebar though. got kind of annoying at times.


Yeah, I'm with you on this one.  Is it really so hard to have separate "use" and "cover" keys? This could only benefit the "improved combat movement".  Although as much as I would like "jump" and "crouch" keys as well, I'm pretty sure these are limited so as to function better on consoles.  Ever an annoyance to us PC gamers!

And what about a 'holster weapon' function? It's a very simply dynamic that changes the context of the basic controls, why wouldn't you have that?


I wish they hadn't removed the holster button too. they had it for me1 & 2, the first time playing me3 I was franticly searching for the holster button, and when I found out there wasn't one I though: "who came up with that stupid idea". 



Agreed. Some console games (in my experience, mostly sports games, for some reason) have one button which if pressed and held make some of the other buttons perform alternative actions. Shouldn't be too har to implment this in a Mass Effect game.

#4009
Aethgeir

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Grizzly46 wrote...

Aethgeir wrote...
Another possibility is - as Lord Watson suggested - in combat, the ship essentially becomes a 'vehicle' and we fly around a 3D space with obstacles, enemy ships, etc.  The 'fixed forward' primary weapons of ships in the Mass Effect universe would be particularly well-suited to this sort of combat dynamic.


And it could be done very well, since that's nothing new - we saw it in both Wing Commander and Elite to mention two classics - so why not in Mass Effect?


Yeah! Here's an idea: Our ship in the next Mass Effect could be some rust-bucket with virtually no defenses (think Serenity from Firefly).  To defend the ship AND fly down to planets, board space-stations, etc.: Our protagonist would jump into one of 3 (customizable?) "fighters", in the hanger bay.  Our chosen squad-mates would jump into the other two (which may have some different capabilities).  As the "squad leader" we would command our "wingmen" in much the same way that we command squad-mates on the ground.

Oh man that would be ****ing AWESOME! :o

This would keep the space combat both highly intuitive for players used to playing shooters and previous Mass Effect games, AND ensure that the dynamic is used often enough so that it doesn't feel like it was just shoe-horned into the game as an afterthought.  Ideally we would be able to freely roam around in space - albeit with limited range/fuel - as opposed to being confined to a pre-designated "corridor" with only a little room to maneuver: the easy yet badly done approach.

Modifié par Aethgeir, 09 janvier 2014 - 02:30 .


#4010
Display Name Owner

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I have to wonder how practical implementing a whole space combat sim is tbh. It's not something I'd be against, not in theory anyway, but in practice I'm not so sure...

There's always a big danger of making the game too disjointed if you introduce an entirely different mechanic into the mix and make it too big a part of it. I'm one of those who liked driving around in the Mako, so flying around space might suit me, but I don't know. Depending on how it's done it might well be one of those things that just makes people impatient to get back to shooting things and talking to people.

#4011
Grizzly46

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isnudo wrote...

I have to wonder how practical implementing a whole space combat sim is tbh. It's not something I'd be against, not in theory anyway, but in practice I'm not so sure...

There's always a big danger of making the game too disjointed if you introduce an entirely different mechanic into the mix and make it too big a part of it. I'm one of those who liked driving around in the Mako, so flying around space might suit me, but I don't know. Depending on how it's done it might well be one of those things that just makes people impatient to get back to shooting things and talking to people.


That would be a problem, I can agree on that. But that could also be easily solvable by making space combat automatic/resolved via cutscenes. Hey, they could do that with dialogue, so why not space combat?

But to continue with the example of Wing Commander, there you could see pretty good examples of RPG elements as well, even if it was about fighter pilots fighting fighters in space. It wasn't a pure space shooter is what I'm saying.

#4012
SilJeff

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I want them to let us actually use the omnitool. Now, I don't mean necessarily use it for combat or anything, but instead, use it for the following:


1. Checking your mail. This way, you don't have to go all the way back to your ship to check messages

2. Let you see your achievements/trophies. That way you don't need to go to the main menu or the captain's quarters to see how many more enemies you need to kill to get a veteran trophy or anything.

3. Watch ANN, Citadel News Net, etc news reels. Maybe you can also buy vids of Blasto (or fleets and floatilla, etc) from shops in the hubs

4. View your codex and journal

5. Maybe have a mini game or two available for purchase from shops in the hubs.


I think that it should function something like this: when you press the button to activate the omnitool (maybe press X on the xbox controller twice), the camera shifts to your arm and the omnitool turns on. Then you can select the various buttons on that "ring" on the palm of your hand. Then, choosing to watch something like Blasto or read something like the Journal, a screen pops up like the one in ME3's surkesh mission when Wrex tells you cerberus is there and you can see the thing you selected. Choosing to view achievements will pull up them in the same format as in the 2nd and 3rd game (icon with a description on the side on the side or top of your character's arm.

Of course, when on a mission, it can only be used to hack things (this game's version of that circuit board in ME2)

Edit: I drew up a quick sketch of what I'd like to see:
i43.tinypic.com/6rrrww.jpg

Modifié par SilJeff, 14 janvier 2014 - 02:23 .


#4013
von uber

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Not being able to holster your weapon was really irritating.

#4014
Invisible Man

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SilJeff wrote...

I want them to let us actually use the omnitool. Now, I don't mean necessarily use it for combat or anything, but instead, use it for the following:


1. Checking your mail. This way, you don't have to go all the way back to your ship to check messages

2. Let you see your achievements/trophies. That way you don't need to go to the main menu or the captain's quarters to see how many more enemies you need to kill to get a veteran trophy or anything.

3. Watch ANN, Citadel News Net, etc news reels. Maybe you can also buy vids of Blasto (or fleets and floatilla, etc) from shops in the hubs

4. View your codex and journal

5. Maybe have a mini game or two available for purchase from shops in the hubs.


I think that it should function something like this: when you press the button to activate the omnitool (maybe press X on the xbox controller twice), the camera shifts to your arm and the omnitool turns on. Then you can select the various buttons on that "ring" on the palm of your hand. Then, choosing to watch something like Blasto or read something like the Journal, a screen pops up like the one in ME3's surkesh mission when Wrex tells you cerberus is there and you can see the thing you selected. Choosing to view achievements will pull up them in the same format as in the 2nd and 3rd game (icon with a description on the side on the side or top of your character's arm.

Of course, when on a mission, it can only be used to hack things (this game's version of that circuit board in ME2)


I'm not sure how I feel about that. there's only so much content that can be included, and only so many buttons on a console controller. I'd hate to think something more useful would get pulled in favor of this. it would also be troublesome to overload the game with a lot of multi-function buttons.

#4015
spinachdiaper

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the omni tool shouldn't be the next pip boy

#4016
Aethgeir

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@spinachdiaper LOL! I caught the reference too.

@SilJeff It's not a bad idea. It doesn't even require adding anything new to the game. The omni-tool might simply replace the existing menu screen, serving as the player's access to the journal/quest log, codex, achievements, character/squad profiles, game options, etc.  Adding "news" and e-mail functions should be easy since these dynamics already exist within the game.  The only things they'd have to change are an animation transitioning to the omni-tool menu, and the overall look of the menu itself. This way, you'd simply have hit the menu button to bring it up.

I'd like to see hacking, bypass and other such mini-games make a comeback myself. However, that sort of thing doesn't appeal to everyone, so I feel they should include the option of ordering a squad-mate to do it for you. Some squad-mates might be faster than others, or some instances might generate waves of enemies to overcome while one squad-mate is occupied - hacking and bypassing, etc. becoming simple holdout challenges.

What I'd really like to see though, is something I've mentioned a few times on this thread already: Make tech-powers actual omni-tool Software Applications that can be upgraded and switched in and out between missions like any other gear.

Modifié par Aethgeir, 11 janvier 2014 - 10:56 .


#4017
SilJeff

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Yeah i agree that i'd like to see it replace the menu screen. Basically it would be the pause menu with an extra coat of paint hiding it, (this is a long shot of a comparison, be warned) kinda like how games hide loading screens within elevator rides or a full body scan like in the normandy when you try to go to the war room).

I guess that would mean adding the save to it aswell

#4018
MrMrPendragon

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I kinda want a radial menu thing like in Dragon Age where you can see all the objects in the environment that you can interact with (similar to DA: origins)

More dialogue, more interactions with companions.

Those are really the only things I need for a ME game. Bioware can fill out the remaining blanks.

Modifié par ArcherTactlenecks, 12 janvier 2014 - 05:05 .


#4019
Fetunche

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If they do space combat they should do it like the flight in Jade Empire and make it optional. I hated the vehicles in ME especially in ME2. I don't play driving games for a reason and don't want ME to become one.

#4020
Y0-Y0Jimb0

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After having played "The Last of Us" quiet a few times now .. I think ME1/ME2 plus TLOU are the best games ever made. I have not been able to play anything other than ME1/ME2 since TLOU was released.

I'd like a mix of the best of both TLOU and ME1/ME2 .. it would simply be the best game ever produced period.

#4021
Linkenski

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I came up with an idea all of a sudden.

Don't F it up! (F stands for forge for some obscure reason)

#4022
sevalaricgirl

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No space combat, please. I hate it in SWTOR, hate it in STO, I plain hate space combat.

#4023
AscalonD

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I just want to play as an Asari in a future setting of the ME trilogy, no space combat unless it is optional or you could just make a game dedicated to space combat not related to the sequel that ties in somewhere in a global war assets sort of scenario.

#4024
BalisticCarnage

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Just tighten up the controls on the multiplayer.
That is all you have to do to not **** this up. Good luck, I know it's hard for ye.

#4025
CROAT_56

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probably stated a thousand times but multiple playable races even if it is just council races for now please make it happen. DA;I has 4 playable races so adding the council races would make it 4 for NME.