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Silly little things that bothered you about ME3 that really shouldn't


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#151
LegioDamnatus

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Oh, a chance for me to nitpick. Hold on, lemme think for a sec...

1: Shepard not wearing armor on the Citadel. If I were a trouble magnet of this magnitude, I would probably sleep and shower in armor.
2: The Normandy's interior is much to dark for my liking.
3: No more Collector Particle Beam. That weapon was awesome.
4: The armor of the Cerberus troops looks ridiculous. The standard Assault Armor for Troopers and Guardians and repainted Inferno Armor for Centurions would have served perfectly fine.
5: Avenger and Predator suddenly materialising in Shep's hands whenever a cutscene happens.
6: Where is my Hovertank? I liked that thing.
7: Limited variety of Reaper enemies. Where are elcor, vorcha and salarians husks?
8: Every big Reaper looks like Sovereign.
9: Aria's voice acting during the Omega DLC. She sounded just so... desinterested.

I have more, but I think this will do for one post.

#152
Matthias King

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1) heavy weapons being a casualty of the ill-conceived weapon weight system.

2) characters who are supposed to be well-trained in small arms, which covers basically every character in the SP and MP, holding SMG's with foregrips like a pistol. You'll never see a Navy Seal or Delta Force operator or anyone like that firing an MP5 without using the foregrip or holding onto the forend unless they've lost their other arm or are trying to shoot while dragging a body or something. It's a nitpick, but it drives me nuts everytime I see it. Would it have been that much work to just include another handling profile for holding SMG's? Every one of them but the Shuriken has a foregrip or a forend to hold onto.

3) the way all those same trained characters hold pistols is wrong. Trained shooters don't interlace the fingers of both hands around the grip, not to mention that holding the pistols this way causes the hands to clip through the guard part of the pistols.

4) when characters vault over cover, they put their right hand down to brace themselves, weapon and all. In reality, since all characters are apparently right-handed, they would put their left hand down while keeping their right hand, the weapon hand, free and ready to fire at a moment's notice, not to mention that putting their weight on that hand while holding their weapon would likely break one or all their fingers on that hand. And this would have been such a simple fix. They could have simply mirrored the animation then transplanted the gun back to their right hand and it would have fixed it. Once again, a nitpick, but it drives me nuts every time I see it just like the SMG and pistol thing.

These are attention-to-detail things that don't really change the game per se, but attention to detail Is a good thing and it would have been great for them to have given them that attention.

#153
3DandBeyond

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One thing that always bothered me and probably never should have was the kid in the vent and what he says. I truly wish he made sense and his existence in the game was a mistake in my opinion. Then he's there at the end and I dislike it that the game begins and ends with him. I think I could have come to accept him in the beginning if he wasn't there at the end.

#154
Nashtalia

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3DandBeyond wrote...

One thing that always bothered me and probably never should have was the kid in the vent and what he says. I truly wish he made sense and his existence in the game was a mistake in my opinion. Then he's there at the end and I dislike it that the game begins and ends with him. I think I could have come to accept him in the beginning if he wasn't there at the end.


i would say other-wise, as "the kid in the vent" as he said to me "you can't save me". that was the focal point a "realization" that with "this" [Reaper invation going on], it was symbolic of the "hope is degrading and during my journey and the final destination" that there will be losses and only through the nessesary losses will there be a somewhat "calm after the storm" kind of thing.

:?

that said The Illusive Man was on the right track but only takes it to deadly precise extremes [the survival thing, as goes].

in which i will conclude that:

Control = Indocrination
Synthesis = a way of saying, yeah the Reapers were a threat...but in a way you will make peace with "them" [ The Reapers ]and understand their "ways" and co-exisist with them.
Destroy = nope, i will eradicate "them" [ The Reapers ], as "they" [ The Reapers] forcingly doing their violent force of "Join us or you will Die" *song and dance*

and to be Honest DESTROY is the only favourable choice to me, i can never Ever put myself to choosing the other two.

Modifié par Nashtalia, 13 août 2013 - 06:07 .


#155
BeastSaver

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It doesn't really bug me, but I find it pretty funny you can still buy stuff (and have it delivered) from Citadel stores after the Citadel has been moved to Sol.

#156
KaiserShep

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BeastSaver wrote...

It doesn't really bug me, but I find it pretty funny you can still buy stuff (and have it delivered) from Citadel stores after the Citadel has been moved to Sol.


You'd think the reapers would at least put an insane markup on everything.

#157
FoX vVx

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Not a lot bothers me, but it bothers me that:

- the Normandy would be equipped with a poker table and then it's never used.
- the Normandy in ME3 isn't named the SR3.

#158
Zeelsama

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FoX vVx wrote...

Not a lot bothers me, but it bothers me that:

- the Normandy would be equipped with a poker table and then it's never used.
- the Normandy in ME3 isn't named the SR3.


The poker table is used by Vega though. Him and someone else I can't remember. 
The reason it's not called the SR3 is because it isn't a different ship from ME2. 

#159
Merc Mama

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Hmm,

1. The fact that during melee or climbing ladders or jumping down things, doesn't give you invincibility, making heavy melees a slow liability which shouldn't be tempted in higher levels with specific characters. It's also damn inspirational to die while climbing a ladder.

2. Enemy lock on, so that even when rolling or doing a biotic charge, you will still be hit with weapons fire and rarely, you can be knocked right out of a biotic charge and killed.

3. Sticking to every piece of cover, which while isn't the worst thing when trying to get into cover, it's a pain in the ass when you're runnin from a Banshee only to get stuck on cover and killed by a body slamming Brute.

4. How all the human kits in multiplayer are basically wearing the same gear, 3 different armors, which are all not changeable even with all appearance options unlocked.

5. Waste of space that was having a male and female of every human kit, either let us chose one gender and the other can be deleted. In fact, I've heard complaints from friends about not liking some characters & after they completed set challenges with these characters, wanted to delete them from list, but instead still have them and every time you promote you have to cycle through every damn one resetting powers as you level up.

6. [Follow on from 5] Unable to set a specific power points plan for certain characters, instead you gotta waste time putting points in them over and over and over and over again!

#160
SilentStep79

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dunno if it's been mentioned, but I hate the "do everything" button. it never does what I want. only "everything" else.

#161
Omega Torsk

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1. We had a full-on lounge and card table and never got to use it.
2. We get a hot tub in Anderson's pad, but Traynor just bogarts it (like she does every water-related luxury).
3. No Mess Sergeant. Vega doesn't count. Besides, he only makes stuff for himself.

#162
Garant26

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Mostly cosmetic stuff:

- The omnipresence of human/latin letters (A,B,C, etc.) and human/arabic (1,2,3, etc.) numbers everywhere, including on ancient structures such as the Citadel, in wich other species like the Asari supposedly lived since milleniums.
Humanity is supposed to be a new player on the world stage, the whole galaxy (especially hubs like the Citadel and Omega) should have felt much more alien regarding that, with Asari, Salarian, and Turian writing or something. Would have perhaps been a little confusing however. (Not ME3-specific)

- Omnipresence of Cerberus logo everywhere on their stuff, from spaceship hulls to walls of messed up experiment laboratories. Surely an organisation that desires to keep most of its actions undercover would avoid being so obvious about their logo? Was worse in ME2 however with Cerberus-painted Normandy docking the Citadel without anybody being remotly suspicious about it.

- Absence of fancy dress and suit for Tali/Javik respectivly, during the Casino mission on Citadel DLC. Would have loved to see a Quarian ceremonial suit or something like that.

- Absolute waste of space on the Normandy regarding stairways and walkable areas; really should have felt more cramped (the way modern military vessels do). Having redudant staircases on both side of an elevator is quite fancy for a spaceship this size... and the Alliance's modifications in ME3 apparently only made it worse.

- Aboard the Normandy: the kind of security grid after the communication area you must go trough each time after you complete a mission.

- How every Drell ever wears a differently coloured version of the same suit.

#163
KaiserShep

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The Alliance modifications on the Normandy don't affect moving from deck to deck. That element is unchanged from the original Cerberus spec ship. If anything, what bugs me about moving from deck to deck in the SR-2 is that the elevator's doors don't seem like they should fit in the shaft's outer structure when open, and the elevator opens on both the front and back, but doesn't seem like it should when you enter. At least in the SR-1, it had the large rolling doors on either side.

Also, is it just me, or do Darner Vosque and the doctor you speak to when Thane is about to die have the exact same voice and character model? I'm sure there's lots of reused voices and character models throughout this game, if not the entire series, but for some reason, this one seems to stand out a bit more to me.

Modifié par KaiserShep, 15 août 2013 - 04:22 .


#164
MrFob

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KaiserShep wrote...

The Alliance modifications on the Normandy don't affect moving from deck to deck. That element is unchanged from the original Cerberus spec ship. If anything, what bugs me about moving from deck to deck in the SR-2 is that the elevator's doors don't seem like they should fit in the shaft's outer structure when open, and the elevator opens on both the front and back, but doesn't seem like it should when you enter. At least in the SR-1, it had the large rolling doors on either side.


Speaking of the SR1, what always irritated me about that ship was that they made this huge fuzz about how space is the biggest constraint on a spaceship (ironic isn't it). I mean, they don't even have enough room to have real bunks for the crew, only these capsules. BUT they do have enough room to build not one but two huge staircases. to connect the CIC with the crew deck. What the heck?

#165
KaiserShep

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Yeah at the very least, the SR-2 had some kind of proper crew quarters, but even then, the bunks inside don't appear to be enough to accommodate every crewman on the ship. It's a good thing salute guy never sleeps, Garrus calibrates for life, and Joker lives in the bridge. Vega seems to like sleeping in the cargo bay. If the next game involves another space ship, I hope they do the personal quarters design for the entire crew, like Star Trek, or Firefly.

ME3, at the very least, doesn't have the entire crew be completely stationary all the time. I hope that if the next game involves life aboard another ship, the crew is a bit more dynamic in how they move about.

Modifié par KaiserShep, 15 août 2013 - 04:34 .


#166
TacoKush

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 GOOOOOD i hated when your chosen weapons did not show on the cutscenes ESPECIALLY the pistols!! ARRRHHH!!

#167
KaiserShep

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It's even more confusing that occasionally you have cut scenes where your chosen weapon is actually displayed, and actually being fired. It makes me wonder what the technical differences are between certain scenes.

#168
David7204

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There are immense technical difficulties.

Various weapons have different grips, different stances, different fire rates, different ammunition capacities, different sizes, and different effects. You can't just swap one gun model out for another. More complex cutscenes become a hell of a lot more difficult very quickly.

Modifié par David7204, 15 août 2013 - 05:04 .


#169
KaiserShep

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But still, it makes me wonder why some scenes have the gun you chose (and firing at that) and some don't. Take the suicide mission at the end of the long walk. I use a Mattock, and the Mattock is still seen, and is firing. Any AR I choose will be reflected in this scene as well as some others, but in others still, it goes to the Avenger. I understand that there's some technical reason, but I simply don't see what those differences are.

Modifié par KaiserShep, 15 août 2013 - 05:08 .


#170
David7204

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There are several considerations.

1. Is Shepard or another character moving while firing? Doing a complex maneuver? Firing within an enclosed space?

2. How is the target reacting to the fire? Dropping to the ground? Throwing up a shield? Shrugging it off?

You'll notice the scenes where Shepard uses the 'correct' weapon are scenes where Shepard is standing still and firing. And you'll notice you rarely see the effects on the enemies. Often there's other squadmates firing as well, so it's unclear if enemies are dropping due to Shepard or not.

Modifié par David7204, 15 août 2013 - 05:12 .


#171
KaiserShep

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This also happens in scenes where there is no gunfire.

#172
David7204

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Yes, it's not the most consistent thing.

Of course, that works both ways. You also have scenes with mistakes that would have been avoided if they had stuck to generic weapons. Like Miranda firing seven shots from a six shot pistol on her loyalty mission. Or like Zaeed firing fully automatically with a Vindicator or Mattock.

Modifié par David7204, 15 août 2013 - 05:19 .


#173
Alien Number Six

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Harbenger should have at least taken a shot at the Normandy. Shepard getting shot by Harbenger and making it out alive is also a bit crazy after we see the Reaper death beam wipe out whole ships. But hey, I can overlook those things because Mass Effect 3 is awesome.

#174
Alien Number Six

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I was told if I try to understand why Harbenger didn't kill the Normandy my brain would melt and drain out my ears. Protect your brain.....

#175
Guest_StreetMagic_*

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I hope a month isn't too much of a necro...

It seems that even the smallest bits of autodialogue ****** me off. Like even the "greetings" and "goodbyes" of conversations. There used to be a little more flexibility even with stuff like that. I remember I used to have 3 options just to say goodbye to someone. Shepard now comes off like this guy who has his life way too much together. For example, leaving someone (Dr. Michel), he says "Keep up the good work". People who say that kind of stuff in reality are ****ing insufferable. And yes, I really mean that. Insufferable. They're the most Paragon of the most paragon, the competent do-gooders, patting people on their backs and sh!t, volunteering as Big Brothers and Big Sisters at the YMCA. This is not the kind of speech from a guy who grew up in gangs (believe it or not, I know. I grew up with a gang myself), and then graduated to killing people by the thousands. And if you're Renegade, has done the kind of things he's done. They do not act like this. This kind of behavior is the result of a much more stable, better upbringing, and a self-awareness that you're contributing and must urge others to contribute to the good in the world. And I don't see Shepard that way at all. Not so overtly, at least.

Like the thread says, "Silly little things that bothered you, but shouldn't". ;) It's indicative of a bigger problem though. Shepard acts like this guy above almost all the time. I'm just extrapolating from this little example.

Modifié par StreetMagic, 08 octobre 2013 - 06:33 .