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


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#4101
Bacusan

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Bring back PC being affected by biotics. I recall ME1 matriarch venezia fight on hard was crazy! i was a frog down on the ground all the time

#4102
nallepuh86

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Redbelle wrote...

I'd like to see greater interaction between PC and environment. This goes for things like, opening containers for items. Holstering your gun. Using environmental hazards in single player ala ME2's Pickup Tali mission.

Basically, put the PC into the game and allow him to be a part of that world outside of cutscenes when the player is stomping around shooty bits and the lul times when we're hacking open lockers and terminals for lay around loot.


Yes! More enviromental hazards. If they bring back planet exploration like in mass effect 1, then there should be tornadoes, acid lakes, lava flows, thin ice, more differend kind of monsters like those giant worms, lightning storms, snowing, raining, fog, etc.


Missions where you would be finding good spots for hotels or other services.  Then later there would be that place.

I think you should be able to decorate your private room little bit more, few pre-determined points where you could put maybe picture of your partner and when you would look or being near, then protagonist would be smiling or become sad depending on how long its since you have seen your romance partner. :)

#4103
Aethgeir

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Lord Watson wrote...

I'd like to see the low/no effort side quests like Irune:Book of Plenix disappear. Forever.

I would have preferred one more side/optional mission like Rannoch:Geth Fighter Squadron than all those silly fetch quests combined. I know they use less resources, but I'd rather play a 25-30 hour game with no filler. I suppose I should just be glad I'm not killing 100 boars to find 10 boar ears.


So Agreed on this one!


Imagine if instead of running around pushing buttons on the Citadel, we actually got to track the Indoctrinated hanar back to Kahje, and had to fight our way through waves of mechs and drell bodyguards in an undersea complex. And then have a final boss-match against the hanar itself who'd have tech armor, biotics, auto turrets, etc. Oh man, that would have ruled!

After seeing the somewhat more animated hanar in lair of the Shadow broker I was really looking forward to something like this.

#4104
Aethgeir

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Redbelle wrote...

I'd like to see greater interaction between PC and environment. This goes for things like, opening containers for items. Holstering your gun. Using environmental hazards in single player ala ME2's Pickup Tali mission.

Basically, put the PC into the game and allow him to be a part of that world outside of cutscenes when the player is stomping around shooty bits and the lul times when we're hacking open lockers and terminals for lay around loot.


Also completely agreed!

And it shouldn't just be minor stuff either. Levels should be less linear, with multiple paths to an objective, with different paths offering different challenges to different characters. For example, dealing with a locked door by using biotics to break down a nearby wall, or jump to an air-duct, etc. to go around; or using an omni-tool to hack the controls/power supply or nearby security office to open it remotely; OR just using a grenade, etc. to blow the door open!
And we should totally be able to fling objects and debris around the environment with biotics!

#4105
laudable11

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I would like to see a role playing game with action elements instead of an action game with role playing elements.

#4106
EliotNesss

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Bacusan wrote...

Bring back PC being affected by biotics. I recall ME1 matriarch venezia fight on hard was crazy! i was a frog down on the ground all the time


You better believe they are monitoring this thread. Otherwise it would have been retired like a few other old ones a couple of months ago. I'm sure they will actually incorporate some of the very creative ideas in future episodes and DLC. And if they actually do a complete redo of ME One trilogy for; say; Virtual Reality gaming/Oculus Rift (a strong possibility); you can book it. VR/OR is on schedule to launch in late 2014-2015 for PC and Mobile/Android. Expect barebones console launches of VR games and support by 2016. Maybe earlier for PS4 with their HMZ Headset that is being improved for VR. This thread is literally an "Idea Starter" goldmine-treasure trove for them. Or it would already be gonzo. Just my opinion.

Modifié par EliotNesss, 09 février 2014 - 08:35 .


#4107
ItsFreakinJesus

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Invisible Man wrote...

not having a holster button really bugged me in me3. I guess no one told them you shouldn't point firearms at stuff you don't want to make dead. as for a reboot? I'd say no. I already bought & played mass effect 1-3 I'm not buying them again unless it's a completely new story line. and i mean completely.

They ran out of RAM.  They were dealing with 256 and 512MB of RAM and they added a ton of animations to the combat.  They didn't have enough memory to keep the holstering animations while retaining all of the gameplay improvements, so they cut something non-essential (holstering), which in turn impacted the PC version because it was a port of the console versions.

#4108
laudable11

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Space combat. It is time.

#4109
Redbelle

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Something else I'd like....... OTT death's for the PC when mobs down him in the same vein as Sack Man who used the chainsaw in RESI4 and Lara Croft in Tomb Raider.

Wrex turned out to have several good ones..... Maybe it's time to think about encouraging the player's to take care of their npcs by having additional game mechanics whereby you can lose them. Like if they take to many wounds in a mission they are out of action for the next mission until they recover over time. Which is a good way to apply pressure to a player if missions are time sensitive.

Which brings me onto.....

Time to complete missions. Apply some pressure their by having timers for missions until the missino is withdrawn. Give players choices again in ways other than dialogue. (Though not at the expense of dialogue).

And as above said...... Space combat. I hope vehicles return in ME4 and sapce combat would fill out the protagonist's role nicely by giving the PC the full gambit of tools for peace keeping (or  not) at his disposal. It never made sense that Shepard willingly gave up Mako space for Vega's stash of protein shake's. For that bulging build you've always wanted.

Modifié par Redbelle, 11 février 2014 - 12:33 .


#4110
EliotNesss

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I say, just play the games on more difficult settings if you want harder. Don't make it masochistic difficult at "Normal" for everyone else.

#4111
Aethgeir

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Redbelle wrote...

Time to complete missions. Apply some pressure their by having timers for missions until the missino is withdrawn.


I always worry about dynamics like this leading to locking players out of content: If you spend to much time on mission A, you might not have a chance to complete mission B before mission C kicks in and locks you out of it. It's one thing to put pressure on a player (a time limit to complete part of a mission, for example) but putting them in a position where they can't experience part of the game is never a good idea (example: the paragon or renegade exclusive missions in ME1).

I'm a completionist, so I like to take my time to explore everything. I'm all for giving the players options (running around completing side missions versus rushing straight for the next story mission) but I think it would be better to give players incentives for doing things faster or in a certain sequence (extra XP, loot, etc.) rather than punishing them for playing at their own pace.

Modifié par Aethgeir, 11 février 2014 - 01:12 .


#4112
Shepard Drake Marston

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Aethgeir wrote...

Redbelle wrote...

Time to complete missions. Apply some pressure their by having timers for missions until the missino is withdrawn.


I always worry about dynamics like this leading to locking players out of content: If you spend to much time on mission A, you might not have a chance to complete mission B before mission C kicks in and locks you out of it. It's one thing to put pressure on a player (a time limit to complete part of a mission, for example) but putting them in a position where they can't experience part of the game is never a good idea (example: the paragon or renegade exclusive missions in ME1).

I'm a completionist, so I like to take my time to explore everything. I'm all for giving the players options (running around completing side missions versus rushing straight for the next story mission) but I think it would be better to give players incentives for doing things faster or in a certain sequence (extra XP, loot, etc.) rather than punishing them for playing at their own pace.


Agreed

#4113
Rodus Maxumus

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Aethgeir wrote...

Redbelle wrote...

Time to complete missions. Apply some pressure their by having timers for missions until the missino is withdrawn.


I always worry about dynamics like this leading to locking players out of content: If you spend to much time on mission A, you might not have a chance to complete mission B before mission C kicks in and locks you out of it. It's one thing to put pressure on a player (a time limit to complete part of a mission, for example) but putting them in a position where they can't experience part of the game is never a good idea (example: the paragon or renegade exclusive missions in ME1).

I'm a completionist, so I like to take my time to explore everything. I'm all for giving the players options (running around completing side missions versus rushing straight for the next story mission) but I think it would be better to give players incentives for doing things faster or in a certain sequence (extra XP, loot, etc.) rather than punishing them for playing at their own pace.



I’d have to say no to “timer missions” (I really hate them) but I felt ME felt lacking in a sense of urgency in its narratives. But I don’t see anything wrong with a couple of one or the other missions. For example save a civilians mission or kill the terrorist mission and having to deal with the consequences.

#4114
78stonewobble

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Rodus Maxumus wrote...
I’d have to say no to “timer missions” (I really hate them) but I felt ME felt lacking in a sense of urgency in its narratives. But I don’t see anything wrong with a couple of one or the other missions. For example save a civilians mission or kill the terrorist mission and having to deal with the consequences.


After actually just suggesting it in a thread, but now rethinking it...

I have to agree....



No timelimit on starting missions. Let that be our breathers and where we can immerse ourself in the universe. Just as important as pressure, if not much more.

However you could replace time pressure with hard intelligent choices and questions.

And have the pressure of time inside of certain missions... Thats where you want that kind of tension anyway. :)

#4115
Fetunche

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I hate timed missions, not because of difficultly because I like to enjoy the scenery and explore.

#4116
78stonewobble

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Fetunche wrote...

I hate timed missions, not because of difficultly because I like to enjoy the scenery and explore.


It depends on how it's made... I'm the same as you in that regard, but if we're allowed to do that after a tense timed objective.... Then I don't mind that the mission is timed to ramp up tension.

#4117
Aethgeir

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78stonewobble wrote...

Fetunche wrote...

I hate timed missions, not because of difficultly because I like to enjoy the scenery and explore.


It depends on how it's made... I'm the same as you in that regard, but if we're allowed to do that after a tense timed objective.... Then I don't mind that the mission is timed to ramp up tension.


It really comes down to level design.  Using timed objectives in levels designed like linear corridors; with gorgeous "you can look but you can't touch" backgrounds are only going to frustrate players because casual players can't enjoy the scenery and serious gamers can't explore.

Levels designed to emulate actual places, with any number of paths from one area to another, can make timed objectives both interesting and challenging because one may actually need to figure out how to get to the objective.  This also means that they can be hidden in different places in different playthroughs. There should be "guidance" or "hint" options for run-and-gun type players who don't like exploring levels though.  Such options might even be automatically disabled on harder difficulties.

Modifié par Aethgeir, 14 février 2014 - 12:18 .


#4118
SilJeff

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This post's ideas probably would be better suited to the next Mass Effect if they add some sandbox aspects to the game. So...

I want to be a SPECTRE agent again, but this time get to do more of the duties the 'average' SPECTRE agent does. Shepard wasn't a "normal" spectre because his role was almost completely overshadowed by the Reapers, thus making him pre-occupied a lot of the time. I want the next game to have a good plot, sure, but nothing Reaper sized that would make the average SPECTRE's job seem out of place. I would like to go upholding council authority more often than Shepard did, especially than he did in 2 and 3. I guess what I'm trying to say is that I would like to see more of what the side missions can offer than what has previously been shown, if that makes any sense. One way to go along with what I said in the first paragraph is
the ability to replay some of the side missions [obviously, it would
take time before you could do it again, more time than simply leaving a
planet and coming back would spend] replacing planet scanning as the 'virtually optional part of the game that you almost never seem to run out of". I know missions involving a specific person or event wouldn't work, but for certain things I think it would.
  • There could be side missions on some of the planets you visit, a merc group might have attacked a town, so it is up to you and your team to stop it [assuming you want to do it], and the first time you do it, you'll be faced with a certain formation of the enemy with a certain task you must complete {maybe they've taken some citizens hostage, or maybe the've stolen a valuable and are trying to run away with it}, then after stopping them, you get rewarded, and the reputation of the Council improves if the town is in a colony world far away from the Inner Council Space region. If you choose not to do the side mission again, you won't screw yourself, persé, but the world's opinion of the Council will drop a little. You'd be able to view stats on what various parts of the Galaxy thinks of Spectres and the Council. Maybe the amount of the reputation could affect things like what is available for purchase in the Spectre Requisitions, the ability to learn more about the worlds you visit {better you are at saving towns= more friendly and open to talking about the place you are at}, etc]
  • Another type of mission I think would work is if there is a point in the game where we get to explore a large area of the Citadel, maybe we can help CSEC do cases. Like if you are walking down in the wards and see a crime scene, you can go up to it and help. If there is an assassination, you could step up and help bring down the assassin. Or if there is a robbery, you can stop the robbery. Things like that.
One more thing I'd like is another combat sim. I like testing different weapon, power, and strategy combinations in those.

#4119
WNxPowder

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If one of you gives bioware the idea to bring back the mako, i will not be assuming direct control of me4

Modifié par WNxPowder, 15 février 2014 - 07:05 .


#4120
Redbelle

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Rodus Maxumus wrote...

Aethgeir wrote...

Redbelle wrote...

Time to complete missions. Apply some pressure their by having timers for missions until the missino is withdrawn.


I always worry about dynamics like this leading to locking players out of content: If you spend to much time on mission A, you might not have a chance to complete mission B before mission C kicks in and locks you out of it. It's one thing to put pressure on a player (a time limit to complete part of a mission, for example) but putting them in a position where they can't experience part of the game is never a good idea (example: the paragon or renegade exclusive missions in ME1).

I'm a completionist, so I like to take my time to explore everything. I'm all for giving the players options (running around completing side missions versus rushing straight for the next story mission) but I think it would be better to give players incentives for doing things faster or in a certain sequence (extra XP, loot, etc.) rather than punishing them for playing at their own pace.



I’d have to say no to “timer missions” (I really hate them) but I felt ME felt lacking in a sense of urgency in its narratives. But I don’t see anything wrong with a couple of one or the other missions. For example save a civilians mission or kill the terrorist mission and having to deal with the consequences.


So it sounds like timer missions will not be taken well, and after having watched FFXIII-3, I'm now totally on board with that. The whole game is essentially a timer mission. I played a Breath of fire game that had a similar mechanic. I spent more time worrying about how much game I could get through before the timer cut me off etc......

That said, ME2's push through the relay always felt like it had an invisible timer on it. Or perhaps, get the sequence of missions wrong and you are pushed into going before you are ready, leading to either deaths of the crew if you go before loyalty and ship upgrades are done, or the adbucted crews deaths..... I don't htink this is strictly speaking a timer, more like, you get these many missions, and if you spend to much time playing around with missions not crucial to the overarching mission, the game takes the inititive and puts you in the position of having to make a hard choice to go now or not.

One thing I'd like as a timer mission though, that stems from ME1...... There was a mission where you had to baord a ship, fight off a geth boarding party and stabilise the ships core. Random mission's that are not tied to the main where you are under pressure like this would be interesting if they were spaced amoung non timer side quest assignments.

#4121
Redbelle

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WNxPowder wrote...

If one of you gives bioware the idea to bring back the mako, i will not be assuming direct control of me4


Bring back the Mako!

Just not a direct translation of the Mako from ME1!

While I cannot say the Mako was a bad game mechanic due to expanding the scope of gameplay and lonely planet exploration it provided..... Plus the way it became a critical component of some of the main missions, I have to admit..... it was a hard beast to tame. The controls and handling were difficult and though I loved the fact I had a soldier who had a tank at his beck and call..... obviously some people didn't connect to it.

So while I would like a tank in my loading bay again, that can be used in the same manner as the one in ME1. I'd like to see how it handles after BW reinvent the way operates in regard to how players connect with it. The same way foot soldier run and gun mechanics were redeveloped from ME1 and ME2.

I'd also like to see the vehicle loading bay become a kind of workshop. A way to change the Mako's stats and loadout. Perhaps even change the vehicle base from the wheeled Mako to the hovering Hammerhead. If ME4 is going to be about exploration while opening up the sense that the galaxy is bigger than your character, then the Mako route is the way to go as it worked very well in ME1. But the Mako needs to be able to carry it's own weight in battle. Be something that players can invest in through customisation.

On the other hand. If players only want foot missions, hand, he/she who is not Shepard a stealth bike and hidden routes through large maps that bypasses the fighting. Or something along those lines. Give players choice in how they choose to handle situations. Since BW have turned the concept of choice in action and narration in games into it's hook to reel gamers in

And if BW choose to go for another MP component.... (Which I hope doesn't hurt the SP mode), then having a tank that can be tuned to an APC/Anti armour/Anti air would be great for wide open match based play.

Modifié par Redbelle, 15 février 2014 - 12:31 .


#4122
Wowky

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Aethgeir wrote...

And we should totally be able to fling objects and debris around the environment with biotics!


It worked a treat in Bioshock/Bioshock 2. I could definitely see the fun in using lift on some cover that an enemy is hiding behind and seeing them just all like "WTF?" as they realise they are out in the open

#4123
EliotNesss

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Know what I would like to really see happen? Take a couple of lead characters from the Mass Effect Trilogy like Clone Shepard and Miranda. And start a saga about them exploring the new universe and engaging in exciting adventures together. Since Miranda's character was shaped by ME trilogy; make her a cross between Lara "Tomb Raider" Croft and Mrs. Smith (from Mr & Mrs Smith) of Jolie & Pitt fame. Give Clone Shepard a personality somewhere between "The Illusive Man" and Shepard. Then just create some very exciting adventures with them together as tension filled partners, lovers, friends and ultimately "Soul mates". Two biogenetically engineered humans who explore a changing world together. And find their identities together in the vast Mass Effect Universe.

That would be a ton of fun for me. Because each episode could be a standalone new adventure instead of a sequel. Clone Shepard's fate and destiny was vague in ME3. And Miranda was a strong and very interesting character that begs to be explored, expanded and fulfilled. The game should allow us to play as whichever lead character we want to. With the other being the companion. But ideally, it would play like Halo 2. Where your character perspective switched with each chapter, between Master Chief and Arbiter. That would be a sheer blast for me.

They could actually start the first Miranda/Clone Shepard Adventure with his survival and rescue from the Citadel, (by Miranda) via a coded message from Shepard, right before The Illusive Man arrives to start the final fateful battle. Do the final dance between Shepard and Miranda from Citadel DLC with a farewell kiss. Then it's find Cloney's remains or body ala Mass Effect 2. And off to the stars.

Make the new Trilogy Bioware. But give us new episodes and adventures like Miranda and Clone Shepard too. The SKy is the limit with this extraordinary franchise.

Modifié par EliotNesss, 15 février 2014 - 08:34 .


#4124
Invisible Man

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Redbelle wrote...

Rodus Maxumus wrote...

Aethgeir wrote...

Redbelle wrote...

Time to complete missions. Apply some pressure their by having timers for missions until the missino is withdrawn.


I always worry about dynamics like this leading to locking players out of content: If you spend to much time on mission A, you might not have a chance to complete mission B before mission C kicks in and locks you out of it. It's one thing to put pressure on a player (a time limit to complete part of a mission, for example) but putting them in a position where they can't experience part of the game is never a good idea (example: the paragon or renegade exclusive missions in ME1).

I'm a completionist, so I like to take my time to explore everything. I'm all for giving the players options (running around completing side missions versus rushing straight for the next story mission) but I think it would be better to give players incentives for doing things faster or in a certain sequence (extra XP, loot, etc.) rather than punishing them for playing at their own pace.



I’d have to say no to “timer missions” (I really hate them) but I felt ME felt lacking in a sense of urgency in its narratives. But I don’t see anything wrong with a couple of one or the other missions. For example save a civilians mission or kill the terrorist mission and having to deal with the consequences.


So it sounds like timer missions will not be taken well, and after having watched FFXIII-3, I'm now totally on board with that. The whole game is essentially a timer mission. I played a Breath of fire game that had a similar mechanic. I spent more time worrying about how much game I could get through before the timer cut me off etc......

That said, ME2's push through the relay always felt like it had an invisible timer on it. Or perhaps, get the sequence of missions wrong and you are pushed into going before you are ready, leading to either deaths of the crew if you go before loyalty and ship upgrades are done, or the adbucted crews deaths..... I don't htink this is strictly speaking a timer, more like, you get these many missions, and if you spend to much time playing around with missions not crucial to the overarching mission, the game takes the inititive and puts you in the position of having to make a hard choice to go now or not.

One thing I'd like as a timer mission though, that stems from ME1...... There was a mission where you had to baord a ship, fight off a geth boarding party and stabilise the ships core. Random mission's that are not tied to the main where you are under pressure like this would be interesting if they were spaced amoung non timer side quest assignments.


the mechanism you're talking about isn't exactly that bad (at least in mass effect2, IMHO), once you hit the dead reaper capital ship the endgame countdown starts. so, if you get your prep work done before that point, it an easy ride.

on another note, what I really hated was the fact that galactic readiness couldn't be affected from within the single player section of the game, and could only be improved by playing multiplayer... that was also the reason I didn't have anything to do with me3's multiplayer, it was my act of protest I guess you could say. now, I did hear that a player can recruit their own multiplayer characters to form new commando war-assets for the single player section, that I thought was really cool, but the whole galactic readiness thing really turned me off. if me-next has a war asset system keep the multiplayer draft, but drop the multiplayer only galactic readiness thing.

#4125
Redbelle

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If only I could actually see my promoted ME3 MP characters. Maybe fight with them. Have them become a presence within the SP mode.

It's that kind of thing I was hoping for. A level of connection between SP and MP that went beyond the norm. Some incling that those who developed the two portions had thought about how to add effects of one to another.

Because that would have been awesome.