Mass Effect 4..What would I like to see in it?
#26
Posté 18 novembre 2012 - 02:27
#27
Posté 18 novembre 2012 - 04:41
skiadopsendow wrote...
More exploration. I want to feel like i can explore the galaxy, not just small areas. They have a new and powerful engine now.
Imagine seeing a mountain range in the distance from your landing zone. Then imagine you have to drive there in whatever tank landing vehicle your given. Without load screen's, seeing blades of grass get thrown up at the back of the wheel's. Forming foam around the chasis from fording rivers and knocking tree's over instead of coming to a halt if you hit one in a forest.
Here's to hoping!
#28
Posté 19 novembre 2012 - 09:00
Dup3r wrote...
Perhaps a 3rd class dynamic. So far we have the soldier or "gun" orientation on one side of the spectrum and Adept or Biotic on the other side. Add a 3rd axis.
This would actually be pretty interesting. Having another sort of classification other than biotics, tech or guns would be a refreshing change of pace. Maybe a classification that focuses on melee? Mass Effect has a distinct lack of melee weapons or anything that makes it worthwhile outside of MP. This would effectively add four new classes to the foray.
Combat/Melee: CQC Shock Trooper
Tech/Melee: Sam Fisher with brass knuckles
Biotic/Melee: Great biotic wind
Melee: Krogan reincarnated as a human.
This also opens up the oppertunity for melee weapons to be intoduced. Anything from katanas, daggars, shock batons, chainsaw swords or any other wierd stuff.
#29
Posté 20 novembre 2012 - 04:07
#30
Posté 23 novembre 2012 - 04:27
#31
Posté 23 novembre 2012 - 07:15
batmax25 wrote...
"mass effect 4" is going to be either a sequel or a prequel. I would like to say big problems with each of them are that the developers face. If it's the sequel, then there would be three radicly diferent atmospheres/culture of the time in the universe. If they make it the same no matter what, then there would undoubtetly be fan backlash on that fact. The past, however has its own restrictions. Most of the important events already have a stated oucome, so while you might make decisions, they can't be universe altering, unlike the mass effects or the sequel.They could make up an event that hasn't been said yet, but bioware must then make it fit intoo how to shapes the world of mass effect. I would personally rather have a prequel, mainly because you delve deaper into the backstory of mass effect, rather than having to see all the effects shepads decisions have on the universe. The sequel would also have to be a WHILE after mass effect 3. Mabye a hundred years, mabye a couple hundred years. I say this because from the ending DLC, all endings state that there is a long time of peace.
I agree, I don't think a prequeal will work at this point, the best they could do is pick a setting a few hundred years in the future and start with maybe the universe just barely getting all the mass effect relays up and going. As for the issue with the different endings, honestly they all were absolute trash so really, just skim in by saying there was a war, humanity want with the help of all alien races out there, but the mass effects had to be rebuilt. No synthisys, no control, just they blew up and had to move on.
I'd focus on the future, ignore the mess they made of the ending in Mass Effect 3. Also, I think they need to look at how the story progressed in ME 1. There was a sense of excitement and wonder discovering the universe for the first time. We need to see that again. ME 2 was fun, but the story sufferred in some ways because of how it was so focused on Shepard. We didn't really get to explore the universe as much and ME 3....well they took all those critical moments in the game and flushed them so...don't go promising things Bioware that you can't or won't follow up on. Either let the game be open ended and player choice all the way through or put it more on rails. Personally, I would rather see the story feel bigger than my charcter, where I'm reacting to events, but they happen as they happen. ME got too wrapped up by the end in Shepard changing everything he/she touched only to have it all ignored at the end.
#32
Posté 23 novembre 2012 - 06:45
This way we could end up with the ability to have a CQC shotgun sentinel optimized with tech armor, nova, annihilation field and snap freeze, Stasis-sniper vanguard wih stasis, concussive shot, lash and AP ammo, Pistol/stealth oriented infiltrator with cloak, shadow strike, blade armor and overload, or play as a pure combat heavy weapons guy with devastator mode, fortification, incendiary ammo and ballistic blades.
#33
Posté 27 novembre 2012 - 05:58
#34
Posté 30 novembre 2012 - 12:00
#35
Posté 30 novembre 2012 - 02:14
Did you even play Mass Effect 3?slramsey86 wrote...
I wanna know where the Reapers come from. I dont know if they have explaned this in the books but it would be nice if they came from another galaxy.
#36
Posté 30 novembre 2012 - 04:49
Modifié par slramsey86, 30 novembre 2012 - 04:54 .
#37
Posté 30 novembre 2012 - 04:52
#38
Posté 09 décembre 2012 - 07:38
EDIT: I've also been having a lot of fun with the multiplayer classes, so I think expanding the classes to include some of them in the main game would be really fun.
Modifié par SpectreVerner, 09 décembre 2012 - 07:48 .
#39
Posté 12 décembre 2012 - 03:00
I'm hoping for a prequel: around the time during the introduction of interstellar propulsion technology, discovery of the mass effect relays and first contact with alien races.
So many possibilities...
#40
Posté 13 décembre 2012 - 12:11
Play Leviathan, listen to the dialogue. Then apologise to RedCaesar97.slramsey86 wrote...
So what galaxy did they originate from ? Which species created them ? How long have they existed ? Your troll attempt is a complete fail.
#41
Posté 13 décembre 2012 - 07:56
#42
Posté 13 décembre 2012 - 08:50
Couple of examples. The omni tool could make a decent scanning device to track down objects, which could become a gameplay mechanic in itself, just not one I'd overuse.
CD's could be displayed using the back light's on the armour of the character. A few issues with both suggestions, but they higlight the wider point. I'd like to see BW be more innovative in how it works it's gameplay mechanics into the game, and to go one further. I'd like to see these mechanics serve more than one function.
Metal Gear Solid had items that could serve multiple functions that required some lateral thinking and innovation from the development team to implement in a way the player could comprehend. I think BW could do the same.
Though if BW do want to continue using the standard UI in game, at least point out that 'he or she who is not Shepard' has ocular implant's to convey this information.
#43
Posté 13 décembre 2012 - 01:39
-) A bigger squad.
Yeah, I just like it , I know some of you don't.
-) Re-visiting old places.
Let us visit Omega, Feros, Earth etc.
I'd love to see how things changed / or how things have been looking before Mass Effect 1-3
-)Visiting (still) unknown locations..
Palaven for example.
-)Random events.
Maybe a street-gang trying to steal all your credits at Omega, C-Sec hunting down criminals at the Citadel, Bar fights etc.
-)Third person...
In all the 3 games, it was always like that.
Left Hand = Tech
Right = Biotic.
Also your character is on the right half of your screen. Maybe an option to change that.
-)Squad members having an impact.
For example, let's say there is a ex-member from a gang called ''<INSERT NAME HERE>'' in your squad. On, for example, Omega you and your ''ex-member'' in your squad are meeting some members of the gang. They should regonize the ''ex-member''. That should open up some quests. If the ''ex-member'' isn't in your squad, the gang members are saying to you ''Get lost!''
-) Don't force people in your squad.
There should be an ''I don't want you to watch my back!'' option if someone asks to join you.
#44
Posté 17 décembre 2012 - 04:57
#45
Posté 17 décembre 2012 - 07:13
Modifié par Hekzurreed, 17 décembre 2012 - 07:14 .
#46
Posté 17 décembre 2012 - 08:49
Sprint -- using L3 to initiate sprint is a definite win in my book and/or even having sprint only last for a certain duration might also be interesting. L3 isn't currently used for anything. There are a number of variables to consider in just changing up sprint I guess, if you limited it I suppose. Anyway, running for an indefinite period until the player stops moving or pulls in reverse works fine for me.
Interact -- the revive button needs to be something apart from the cover button. Maybe R3 for certain things like Revive would work? Too many times have I tried to revive another player only to stick unintentionally to a wall instead. It's partly because my favorite controller ever-so-slightly creeps forward in the resting position enough so I have to pull back slightly for my player to come to a complete stop. But if revive could be bound to another action button, I think that would be a very good design decision.
The only thing R3 is used for to my knowledge is to move 90-degrees in cover from one side of an object while pressing forward on the left stick to the outer side of that same cover object. It doesn't make sense to use an entire button solely for this one move -- a move that I've only used maybe once or twice effectively ever in over 200 hours playing multiplayer co-op online. Using newer examples, Dragoons move too quickly around cover when attacking at close range for changing sides behind a cover object to be useful. Geth Bombers will just fly over the top of you and drop grenades. More classic examples, Geth Pyros cannot be grabbed and walk straight up to cover and spray flames over the top regardless of what side you are hiding behind. Banshees just recalulate some vector in relation to your position and scream through any objects in between. The A.i. do not strafe around in a circle in such a way where it becomes necessary to remain in cover and simply change corners. If you make a mistake and your player character sticks to a wall where you are exposed to crossfire, the immediate instinct is to pull away from cover and find new cover or run around to change sides or jump away to dodge the fire while hoping to find better cover. There is no useful argument for maintaining this functionality as a separately mapped button in my opinion. The only good tactical usefulness of this feature is demonstrated in the tutorial example in the Mass Effect 3 solo campaign where a large, powerful mounted gun is located in the center of a room, and it is necessary to keep your head low as you move around a corner. That unfortunately never occurs in the multiplayer co-op. And it rarely occurs in the campaign. I could envision a scenario in production where the devs, in support of this useless button action, might create circular maps with little or no tall cover to stand behind simply to try to get the players to use this feature, but please don't do that...
Cover -- using 'X' for the cover system seems just fine to me. Then again, others will tell you just like I am, it should to be separated from sprint. Shooting over and around cover feels natural the way it is. The cover accuracy bonus that's apparent on many of the guns is great.
If you're on the inside of a cover object (e.g., any U-shaped, rectangular cover like the lower side of Firebase Condor if you head left from the LZ), inner-cover change is automatically done for you and doesn't feel unnatural as you move from facing one way to another. I don't see why this can't be done automatically on the outer side of an object as well, but if auto-changing from one side doesn't work for you then a single-tap of the Cover button ('X') while pushing forward to change sides and stay in cover would be sufficient. If a person wants to jump/roll out of cover, clicking L3 (my vote for the sprint button) could conceivably then generate a rolling maneuver while leaning left/right or pressing forward with the Left stick, whereas pulling back on the left stick always brings a person out of cover.
So, in conclusion, all that just to say (in Ps3 format):
L3 = Sprint
R3 = Revive/Interact
X = Cover
I don't know what Mass Effect 4 has in store for us, or how much different it will be from Mass Effect 3. I'd just like to say that I really enjoy the Mass Effect Universe, and characters like Mordin Solus are as memorable as Yoda and Doctor Spock. I hope you guys do a great job in the coming years on the project, and I for one am certainly excited to find out what you are coming up with.
Modifié par sidequest, 17 décembre 2012 - 09:07 .
#47
Posté 15 janvier 2013 - 07:14
The enimy could be a species from one of the previous cycles. Most of them went into stasis and were somehow awakened. After waking up, they eventually decide that they want to be in control of the galaxy again. And so they start a war, to reclaim what they owned several cycles ago.
(The new enimy could be awakened by some people who want to collanise a planet, so they land on it, find a strange structure, go inside and somehow wake them all up)
The new enimy could ally themselves with the Batarians, who want revenge for what happened during the events of the 'Arrival' DLC for ME2. The Batarians can hire mercs, so that you don't just fight the same enimy over and over again. Also, Cerberus, or some similar organisation- have returned. Shepard wiped out Cerberus, but people with similar ideas rebuilt the organisation. "Cerberus is an idea"--The Illusive Man
I think that the protagonist should be a normal person, a civillian. In the ME games, you never really see what civillian life is like. The protagonist should be allowed to be a human or any of the council races (including Krogan, which joined the council three years after the Reapers were defeated.) If the genophage was sabotages, the Krogan didn't become extinct. There are just not so many of them. That way, people who chose to sabotage the genophage can still have krogan squad members and Bioware won't have to remove every Krogan from the game, which would take a long time.
Asari, humans and turians are around the same size, and the krogans head is in around the same area, so doing the cameras and camera angles for the cutscenes can be the same. They all use the same voice actor, but there is an effect added in to the voice if you play as a turian to make the voice more turiany. An effect is also added in if you play as a Krogan, making the voice more rough, and when playing as a salarian the voice is sped up.
I hope that the choices are harder to make too. Most of the time, in ME2 and ME3 you just have to choose between the 'good choice' and 'bad choice.' There are some exceptions, but most of the time it's just Paragon or Renegade. I hope that most of the decisions are similar to the one on Virmire, and make the player make a choice where there is no good or bad. Or choose between two or three evil choices, which would be hard.
I'm not going to start complaining about the endings of ME3, though I do think they are bad, but I think that they need changing (again). I think that it ended ok for people who chose control or synthesis, but what about Shepards who survive? Do they just take a breath in a pile of rubble and that's the last we see of him/her? I can't accept that. Maybe make a post-ending DLC?
I think it would be good if some of the love interests in the next game are only interested in certain types of characters. For example, one LI could only be interested in a Paragon character, and will not be available if you are Renegade. Antother is only interested in a Renegade character, and will not be available to a Paragon character.
#48
Posté 15 janvier 2013 - 10:03
I've spent hours upon hours riding Mako in ME. It's the only thing I really want back.
#49
Posté 19 mars 2013 - 12:19
#50
Posté 19 mars 2013 - 01:20
2. A male Quarian squad member, preferably Kal'Reegar
3. A biotic Volus
4. Opportunity to witness a combat Elcor
5. Further extend customization: Vehicles, Squad members, Captain Cabin
6. A pet Varren
7. A cigar-Smoking, foul-mouthed, battle scarred, drunk Salarian
8. a fistfight
9. A car chase
10. Mini games
11. Turret sequence with an actual meaning
Modifié par Mrhimura, 19 mars 2013 - 01:34 .





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