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ME3 co-op: Retrospective


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#26
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Farid-Yoda-N7 wrote...

Working on the next video; had a question:
That glitch were you can't interact with the world other than moving and picking up ammo only occurs on condor yes? also was it patched?

and the one on hydra where you could go under the map, was that patched?


Don't know about picking up ammo on Condor but usually it's the ammo that bugs out for me and I get none at all.
Not being able to interact doesn't really happen to me - I rather get invisible enemies, lose the ability to go into hard cover and glitched spawning on reactor - that's the most frequent stuff for me.

As for Hydra - you mean the spot near the damn? I saw people using it, so I assume it isn't fixed. But I think the White one got fixed.

#27
DesioPL

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Wait... There is a clans for ME3MP? I didin't notice them...

#28
Alfonsedode

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@Dr Random : I imagine it s a consequence of big teams project, but ME1 codex was quite clear on lots of things, and sometimes, it feels like info is hidden more than omitted/bugged. And web documentation as we (I) use it is not very efficient :). A forum is not a very efficient place for finding info :).

@Farid-Yoda-N7 : I dont think those were patched: the condor no interaction glitch did happen to me recently. I remember going of the map on dagger too. It has not happened for a long time though.

Modifié par alfonsedode, 09 octobre 2013 - 01:52 .


#29
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alfonsedode wrote...

@Dr Random : I imagine it s a consequence of big teams project, but ME1 codex was quite clear on lots of things, and sometimes, it feels like info is hidden more than omitted/bugged. And web documentation as we (I) use it is not very efficient :). A forum is not a very efficient place for finding info :).

@Farid-Yoda-N7 : I dont think those were patched: the condor no interaction glitch did happen to me recently. I remember going of the map on dagger too. It has not happened for a long time though.


You've not experienced the time devs were more active. It wasn't unusual that some stated he would need to check back on a co worker to answer a question. And not even M. Fagnan (bless him - I loved Tuesdays) could answer everything right away.
ME1 was singleplayer and it worked for me. I bet there are also things I don't know about but I wouldn't care since I found a niche to play in.

But seeing other players do something you can't pull off makes you wonder how they do it - so the need for "how things work" is bigger with MP. I can say that playing the MP has made me play the game entirely different - in SP I was a cover hugger.
And that is maybe something that wasn't taken into account when doing the descriptive info stuff.

#30
DcIhNaGv3z

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Beyond the glitches and bugs.

The 'one button does everything' is a pretty annoying design choice. At the very least, provide some control scheme options.

Stunlock and Stagger are also fairly annoying. Stunlock more so then stagger, because at least stagger has an animation associated with it. Designer should never remove player input from the gaming experience. Stunlock is like having built in lag or frame rate drop, just awful.

#31
staindgrey

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Here's my honest feedback regarding the first video and videos going forward, and it isn't meant to be dickish:

I hate, hate, hate videos with people just aimlessly talking into mics. There are way too many videos across youtube with poorly coordinated video, a rant and a lot of shoutouts to get comments, etc., and I feel like, if you wanted to make a truly informative video that could be seen and referred to in the making of future Bioware multiplayer games, it would be best to stick to text alongside direct video examples-- or at the very least, a specific, proofread, practiced script.

Best of luck in the series.

#32
mybudgee

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This game is single-handedly keeping me on XBox live Gold

#33
I Am Robot

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staindgrey wrote...

Here's my honest feedback regarding the first video and videos going forward, and it isn't meant to be dickish:

I hate, hate, hate videos with people just aimlessly talking into mics. There are way too many videos across youtube with poorly coordinated video, a rant and a lot of shoutouts to get comments, etc., and I feel like, if you wanted to make a truly informative video that could be seen and referred to in the making of future Bioware multiplayer games, it would be best to stick to text alongside direct video examples-- or at the very least, a specific, proofread, practiced script.

Best of luck in the series.


I know what videos your talking about. I assure you this series is not gonna add to them. I was actually reading of a script but I didn't want it to sound like I was; thus the "you know"s and "like..."s. As for including video examples I'll definitely include those in my next video. 

Thank you for taking the time to watch the video and give me feedback.

#34
Jef Costello

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alfonsedode wrote...
Yeah, ME3 in general and the MP in particular has a information issue ! Maybe, it s the biggest problem. 
I did nt event know that "lifted target" is the be read "biotic primed target" ...


It was the original phrasing on Warp but was later changed. They failed to make that change for cluster grenades. 

Targeting VI seems to mention aim correction but is just head-shot bonus. And like strength enhancer and stabilization mod, the game doesn't tell you what that bonus is.

I still have no idea what the difference between freeze chance rating of 1 vs. 1.8 for cryo ammo except that 1.8 is higher than 1.

Phasic rounds have a hidden bonus against shields, I think warp rounds have a bonus against barriers. Talon and Hurricane have bonuses against shields and barrier that are not mentioned. And it's possible for these to go unnoticed. 

I would love to know things like magazine size instead of capacity and stability information. And clearly stating which weapons are "projectile" weapons.

Tactical clock was vague about when it's bonuses kicked in (1 second before break to 1.5 seconds after).

Overload has a 3x multiple versus shields and barrier, so when it says addition 100% damage, it means it's now a 4x mutiplier not 6x.

Stasis strength (evo 4) doesn't count shield/barrier damage, only health.

Singularity detonation (evo 6) on works when it last for full duration, detonation is cancelled during biotic explosions.

Grenades are powers.

Passive biotic boosts don't increase damage of biotic explosions.

Modifié par Jef Costello, 10 octobre 2013 - 12:02 .


#35
Plasma Defender

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 ME3MP was one huge experiment and I hope BW has learned a lot from this. I've played over 1,100 hours of pure MP time (probably 2500 if you count just having the game on) and there is no doubt that there are a lot of problems. Main ones though:

- Support was cut too early. We all would have loved just 6 more months of Balance Tuesdays

- The new enemies (dragoon + bomber) did not fit at all into the themes of their faction. The Dragoon actually completely changed what Cerberus was about. They have the command power of a centurion, which means that they will give orders to their squad. Problem is, the only order they EVER give is to charge. The bombers need an AI change and a removal of that taser. They need to go in for a bomb run and then create distance from you for another bomb run. As of right now, they need a name change to "Geth Shock Drone".

- Poor ideas for balance. I give credit to BW paying attention to their game, but they kind of lost touch of why certain things the way they were. Important point, the Ultra-Rares need to be good on ALL characters, but obviously shine on certain ones. They are a tier above gold, not golds themselves, stop nerfing them. Certain things are meant to be more powerful than others. 

- Better Store + Trading. There should be a way to sell unwanted consumables, equipment, or even guns for a little creds. There are countless different ways you could do the store, but adding more packs could probably do it anyway.

- Lack of Variation. After a while, the one game type we have gets stale no matter what difficulty or map. Solution is simple, we need more cooperative based game modes (and why isn't survival an option already?), I'm talking about maybe CTF, King of the Hill, whatever, just something. I personally think this is the most important one.

- Very bad loadscreens. Joining a friend's game takes two loadscreens.... why? I would call for a much faster system in which players can join much faster and an option to launch MP on start-up.  

- Credits are tedious. It'd be great if creds where placed on your account when you complete an objective, but only if you are present in the game the entire round. There also needs to be more ways to get credits. A very good way to do this is award credits upon completing challenges. Award credits to the squad after getting 3 killstreaks, etc. 

Also, I had this idea where in between objective rounds, you would get random misc challenges, like get 10 headshots on this round, that would award a random bonus crate. When you open the crate, you can either get credits, a buff for the round, some free medi-gel/rockets/ammo/specops, or even a heavy weapon. 

At this point, the MP will only really get better if BW adds more stuff to it. 

Modifié par Plasma Defender, 10 octobre 2013 - 01:23 .


#36
Marek Intan

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Buggy, but one of the best and most addicting MP experiences out there. The team dynamic works really well in this game, despite the DPS, DPS, DPS metagame.

#37
Jef Costello

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oh - grenades on gold+ need a better system. I know that demolishers were spamming, but it's the only power that teammates can cancel because they need the items as well. If we get some rounds in between waves, a single grenade as well would be nice.

#38
CDS923

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Are people still playing MP? Particularly on Xbox?

#39
Jelena Jankovic

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ComicComet303 wrote...

Auto targeting! " The Ravager is having me for breakfast, but auto targeting keeps locking
on the swarmers."

The ability to turn off Auto Targeting would have been great.


But I love shooting Swarmers with the Javelin (a bit of Overkill,but they are annoying)

#40
Jelena Jankovic

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CDS923 wrote...


Are people still playing MP? Particularly on Xbox?

Still find players easily enough on XBox

#41
staindgrey

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Farid-Yoda-N7 wrote...

I know what videos your talking about. I assure you this series is not gonna add to them. I was actually reading of a script but I didn't want it to sound like I was; thus the "you know"s and "like..."s. As for including video examples I'll definitely include those in my next video. 

Thank you for taking the time to watch the video and give me feedback.


Of course. Glad you took it well. Good luck going forward.

#42
Alfonsedode

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Jef Costello wrote...

It was the original phrasing on Warp but was later changed. They failed to make that change for cluster grenades. 

Targeting VI seems to mention aim correction but is just head-shot bonus. And like strength enhancer and stabilization mod, the game doesn't tell you what that bonus is.

I still have no idea what the difference between freeze chance rating of 1 vs. 1.8 for cryo ammo except that 1.8 is higher than 1.

Phasic rounds have a hidden bonus against shields, I think warp rounds have a bonus against barriers. Talon and Hurricane have bonuses against shields and barrier that are not mentioned. And it's possible for these to go unnoticed. 

I would love to know things like magazine size instead of capacity and stability information. And clearly stating which weapons are "projectile" weapons.

Tactical clock was vague about when it's bonuses kicked in (1 second before break to 1.5 seconds after).

Overload has a 3x multiple versus shields and barrier, so when it says addition 100% damage, it means it's now a 4x mutiplier not 6x.

Stasis strength (evo 4) doesn't count shield/barrier damage, only health.

Singularity detonation (evo 6) on works when it last for full duration, detonation is cancelled during biotic explosions.

Grenades are powers.

Passive biotic boosts don't increase damage of biotic explosions.

Nice list ! It s not that bad fo the buggy side, and the MP is amazing (and too addictive for me) as many have said.
I mainly regret the "value" hiding: most of the time a value is more clear than 1 or 2 sentences.

edit : the singularity bug is not anymore as learnt elsewhere yesterday.

Modifié par alfonsedode, 12 octobre 2013 - 10:18 .


#43
Jwashinobi

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The store is my biggest problem right now I have 255 of all the targeting amps, and single digits in quite a few other amps but I continue to get targeting amps which goes to256 then back to 255 after matches, or after I turn gave off. It really pisses me off to work hard to get the credits just to see them go to waste on worthless crap( working as intended).

#44
Jef Costello

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Store is lame. I'm starting to level some UR weapons finally. Tons of amps ammo boosts i don't use. Be kinda fun if you could combine them or trade them.

There are some game breaking bugs. Invisible enemies is always fun. Invisible teammates. Unable to switch weapons, can't use abilities, can't pick up ammo, getting stunlocked by Volus (though heavy melee seems to cancel it), and host leaving erases consumables (that's cool - I didn't need stability III for my hurricane...).

Modifié par Jef Costello, 11 octobre 2013 - 11:22 .


#45
I Am Robot

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It's Saturday afternoon. Just finished hw. Recording all the gameplay I can so I have lots of examples.

#46
Pearl (rip bioware)

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Very intersting idea. Looking forward to the next one.

CDS923 wrote...

Are people still playing MP? Particularly on Xbox?

If you are having difficulty finding matches, check to make sure you have all the MP DLC downloaded. It's free, and the game will only match people who have the same DLCs installed.

Modifié par FatherOfPearl, 12 octobre 2013 - 10:19 .


#47
I Am Robot

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Thanks everybody. Deep within the production stage of the second vid now. Please note that some of your suggestion were more related to balance or player progression and therefore will be covered in the next two videos to come. This one is going to be about gameplay.

#48
I Am Robot

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Would this be a reasonable statement?
"In this game shield/health gate are just as important a defense mechanism as your actual health/shields"

#49
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Farid-Yoda-N7 wrote...

Would this be a reasonable statement?
"In this game shield/health gate are just as important a defense mechanism as your actual health/shields"


The way I play it's actually more important a defense than health/shields. Once you get used to it, a fitnessless build might turn out a better option. Especially for low base shield characters.

#50
_sigge_

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Farid-Yoda-N7 wrote...

Would this be a reasonable statement?
"In this game shield/health gate are just as important a defense mechanism as your actual health/shields"


Yes. And it makes the game more fun.