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Solution to replayability in SP


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#1
Gutterfiend

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While many of us (or atleast me) have been enjoying the fabulous MP for quite some time now, the SP portion of this game seems to lack a bit on replayability.  Part of this problem for me are the classes and their respective power alotment.  My solution follows:

Upon completion of SP for the first time, the game should unlock ALL MP kits for each of the classes (or atleast the 3 main powers from each kit) in SP.  This would allow the player to select the kit that they like best for the class.  In addition, make ALL powers available from ALL kits when choosing that "extra" power in the medical bay of the Normandy.  

To give an example of what I'm trying to articulate:

class: Soldier
Kit: Destroyer
Extra Power: Balistic Blades

This would be pure awesome; the possibilities would be endless...almost.  Sure, I haven't fully throught through the "nuts and bolts" of implementing something like this, but if a version of this existed, would you pick up SP again?

Discuss!!!:wizard:

#2
known_hero

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I don't mean to hijack but this game NEEDS a higher difficulty setting. Even with the game's current arsenal, a new difficulty would make things much more enjoyable.

#3
Vicious Mello

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Oh look, another thread about custom classes.

#4
GiarcYekrub

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I don't know what your talking about, there is a tonne of replayability, I've done a FemShep Renagade Run where most ME2 Crew were Alive, ManShep Pargon Run with most ME2 Crew were dead, Currently I'm doing a FemShep anti AI run with Kadien Alive,Legion sent to cerberus and Wrex dead.

At some point I want a ManShep Tali LI run

#5
RedCaesar97

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In terms of replayability, the biggest issues related to single player are, in my opinion:
- Too many points to spend on powers
- With a few exceptions, Insanity difficulty does not feel difficult enough

I would also add "ridiculous power combos" to that list, but part of that is related to multiplayer so that is a good or bad thing depending on your opinion. The ridiculous power combos is part of why Insanity feels so easy at times. Also, some overpowered squadmates.

I think there are ways to make Insanity harder, but they all relate to design issues chosen during the development process that I think may be impossible to implement post-release. And even if they are possible, it is more than likely not worth the development time to implement,

Personally--and I stress that this merely my own personal opinion--I think that it should really be more like Mass Effect 2:
- On the higher difficulties, all enemies should have some sort of protection, either shields, armor, or barriers. As a trade-off, I would also like to see a return of all weapons having multipliers versus certain defenses.
- Unless a power is designed to strip defenses (such as Overload for shields or Warp for barriers), then a power should not act on or through defenses. for example, Warp should only damage shields for a little damage, not keep the warp affect on the enemy in preparation for a biotic explosion.
- Speaking of biotic explosions, I dislike how all biotic combos are biotic explosions. I miss the physics-based combos.
- Squadmate cooldowns should have a fixed length between 9-12 seconds long
- Shepard's cooldowns should have a fixed length. No +200% to -%200% mechanic.
- No weapon mods (and no weapon levels. Seriously). If mods, then each mod needs a trade-off. For example, a shotgun accuracy mod should also reduce the shotgun damage.

I have some other ideas, but I think that is enough for now.

As for adding multiplayer powers to single player, to my knowledge no one has ever said they would not be added in the future.

As for custom classes, I think you would need to add some sort of requirements system, perhaps:
- Use a certain power enough times to unlock it for custom classes. For example, use strip 50 enemy shields with Overload or stun 50 enemies with Disruptor Ammo to unlock these powers for custom classes.
- You can create a custom class with a class you have already beaten the game with. For example, beat the game as an Adept to create a custom Adept class (class with only biotic powers). Beat the game with all classes to unlock the ability to create a class with any mix of powers.

#6
sentinel_87

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A new level of difficulty would be good for singleplayer, especially since muliplayer had the addition of platinum.

The lack of multiple layers of different defenses is really a hamper on increasing the difficulty of the game. I really miss this from ME2.

For example. With Liara's singularity I can completely remove a group of unarmored/unshielded enemies from the battlefield. Since there are no armor/shields on basic enemy units this is true whether I am playing on casual or insanity.

Having to use different weapons,powers, or ammo types on the same enemy unit to bring them down would add the needed difficuty increase.

Personally, I would like to see additional units on the screen at the same time. Also the new dragoon unit added to Cerberus battles already in the game.

#7
capn233

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I am with Red on this one.

Too many skill points means too many available powers in any single build, which hurts replay for new builds.

Power combos are more rewarding than choosing the right power for the right situation, which trivializes even needed specific powers as long as you can combo them.

There are about 4 or 5 guns worth using, some that are mediocre, and many that just aren't good. Don't need the right tool for the right job again because you have a couple super-multi-tools, and a bunch of SAE wrenches when the game is metric.

There are not enough enemies on the screen at one time, and the level design is such that it doesn't hide this very well. Missions are also pretty short combat wise.

Insanity should largely have protected enemies, exceptions being husks, Brutes and Ravagers. Cerberus troopers and Geth troopers not having shields is criminal.

#8
Nitrocuban

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How much people would actually play something above Insanity?
Wouldn´t be worth the effort most likely.

#9
sharkboy421

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Nitrocuban wrote...

How much people would actually play something above Insanity?
Wouldn´t be worth the effort most likely.


I would play the hell out of N7 or Spectre or whatever you want to call it difficulty.  Insanity is still far too easy as it stands now.  A lot of that has to do with the lack of protection on so many enemies and how much of a buff biotics got but still, I would love to have a higher setting than Insanity.

#10
honeyiscool

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I would replay it over and over again if I didn't have to face Marauder Shields every time. I am a very bad shooter, and that part is hard for me. Actually, Marauder has an exploit so it's not so bad, but the Husketeers are.

#11
Pressedcat

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RedCaesar97 wrote...

Personally--and I stress that this merely my own personal opinion--I think that it should really be more like Mass Effect 2:
- On the higher difficulties, all enemies should have some sort of protection, either shields, armor, or barriers. As a trade-off, I would also like to see a return of all weapons having multipliers versus certain defenses.
- Unless a power is designed to strip defenses (such as Overload for shields or Warp for barriers), then a power should not act on or through defenses. for example, Warp should only damage shields for a little damage, not keep the warp affect on the enemy in preparation for a biotic explosion.
- Speaking of biotic explosions, I dislike how all biotic combos are biotic explosions. I miss the physics-based combos.
- Squadmate cooldowns should have a fixed length between 9-12 seconds long
- Shepard's cooldowns should have a fixed length. No +200% to -%200% mechanic.
- No weapon mods (and no weapon levels. Seriously). If mods, then each mod needs a trade-off. For example, a shotgun accuracy mod should also reduce the shotgun damage.


It's funny: when first making the transition from ME1 to ME2 I hated the fact that biotic abilities wouldn't work through defences; now I really miss the mechanic. Without this buffer feature biotics are back to feeling overly powerful, though without the long cooldowns that made adepts harder early game in ME1.

I agree with the other listed points too, though I'd quite like to keep the weapon mods.

I'm not too fussed about a 'create your own class' feature, but then I haven't played enough of the vanilla classes yet in SP.

#12
Locutus_of_BORG

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RedCaesar97 wrote...

In terms of replayability, the biggest issues related to single player are, in my opinion:
- Too many points to spend on powers
- With a few exceptions, Insanity difficulty does not feel difficult enough

I would also add "ridiculous power combos" to that list, but part of that is related to multiplayer so that is a good or bad thing depending on your opinion. The ridiculous power combos is part of why Insanity feels so easy at times. Also, some overpowered squadmates.

I think there are ways to make Insanity harder, but they all relate to design issues chosen during the development process that I think may be impossible to implement post-release. And even if they are possible, it is more than likely not worth the development time to implement,

Personally--and I stress that this merely my own personal opinion--I think that it should really be more like Mass Effect 2:
- On the higher difficulties, all enemies should have some sort of protection, either shields, armor, or barriers. As a trade-off, I would also like to see a return of all weapons having multipliers versus certain defenses.
- Unless a power is designed to strip defenses (such as Overload for shields or Warp for barriers), then a power should not act on or through defenses. for example, Warp should only damage shields for a little damage, not keep the warp affect on the enemy in preparation for a biotic explosion.
- Speaking of biotic explosions, I dislike how all biotic combos are biotic explosions. I miss the physics-based combos.
- Squadmate cooldowns should have a fixed length between 9-12 seconds long
- Shepard's cooldowns should have a fixed length. No +200% to -%200% mechanic.
- No weapon mods (and no weapon levels. Seriously). If mods, then each mod needs a trade-off. For example, a shotgun accuracy mod should also reduce the shotgun damage.

I have some other ideas, but I think that is enough for now.

As for adding multiplayer powers to single player, to my knowledge no one has ever said they would not be added in the future.

As for custom classes, I think you would need to add some sort of requirements system, perhaps:
- Use a certain power enough times to unlock it for custom classes. For example, use strip 50 enemy shields with Overload or stun 50 enemies with Disruptor Ammo to unlock these powers for custom classes.
- You can create a custom class with a class you have already beaten the game with. For example, beat the game as an Adept to create a custom Adept class (class with only biotic powers). Beat the game with all classes to unlock the ability to create a class with any mix of powers.

Well put. If Insanity ME3 featured more aspects of ME2 Insanity, SP would be an absolute jewel.

Right now all we have is a mammoth aresenal of overpowered options versus enemies that can all be killed equally well by just any one or two of these said options.  I've never required extreme difficulty in my games, but I don't think it's right that I can bulldoze through Insanity double-tapping everything in the head with what should be some of the weakest guns in the game. Or using the same electric tech burst to indiscriminately obliterate anything that so much sneaks a glance at me.

Modifié par Locutus_of_BORG, 18 octobre 2012 - 05:39 .


#13
Soja57

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RedCaesar97 wrote...

In terms of replayability, the biggest issues related to single player are, in my opinion:
- Too many points to spend on powers
- With a few exceptions, Insanity difficulty does not feel difficult enough

I would also add "ridiculous power combos" to that list, but part of that is related to multiplayer so that is a good or bad thing depending on your opinion. The ridiculous power combos is part of why Insanity feels so easy at times. Also, some overpowered squadmates.

I think there are ways to make Insanity harder, but they all relate to design issues chosen during the development process that I think may be impossible to implement post-release. And even if they are possible, it is more than likely not worth the development time to implement,

Personally--and I stress that this merely my own personal opinion--I think that it should really be more like Mass Effect 2:
- On the higher difficulties, all enemies should have some sort of protection, either shields, armor, or barriers. As a trade-off, I would also like to see a return of all weapons having multipliers versus certain defenses.
- Unless a power is designed to strip defenses (such as Overload for shields or Warp for barriers), then a power should not act on or through defenses. for example, Warp should only damage shields for a little damage, not keep the warp affect on the enemy in preparation for a biotic explosion.
- Speaking of biotic explosions, I dislike how all biotic combos are biotic explosions. I miss the physics-based combos.
- Squadmate cooldowns should have a fixed length between 9-12 seconds long
- Shepard's cooldowns should have a fixed length. No +200% to -%200% mechanic.
- No weapon mods (and no weapon levels. Seriously). If mods, then each mod needs a trade-off. For example, a shotgun accuracy mod should also reduce the shotgun damage.


Agreed with the majority of these points. The weight system has potential, it just wasn't implemented well. I personally have my own modded Coalesced.bin file (for PC) when I play Singleplayer, and it has a great example of a weight system that could work.

Also, keep weapon mods in, but make every one of them have a drawback. This way, it improves the Inventory system (more things to purchase), and allows you to customize your guns based on your playstyle. Right now, everyone just lazily slaps on 2 weapon mods. It should be more of: "Do I give up X, so I can improve on Y?"

For Example: Extended Barrels increase damage while increasing recoil or weapon weight.

Don't know about removing weapon levels. Perhaps reducing the maximum level from X to level V would be a better system. This would reduce the crazy amount of ammo gained for certain weapons at higher levels.