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I remembered why I can't support this game (PC)...


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30 réponses à ce sujet

#1
Jacquesne

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 Bad programming.  It's so sad to see developers put in so much time and effort into the story, gameplay, and graphics only to have minor, easy to fix issues make the game unplayable simply because it's so stupid.  If these two issues were fixed, I may actually consider buying some of the DLC.  Note these are specific to the PC version of the game.

1.  Cannot remap 'T' key.  This is an insanely easy fix.  I can remap every other primary key on the keyboard except this one.  Why?  It's permanently bound to "Multiplayer Chat", a function that doesn't even exist.  That's right...I can't rebind 'T' to anything even though it does nothing in in the game.  Why do I care?  Because I don't use WSAD in any game, I use EDSF.  Maybe you think that's silly.  I have my reasons, I believe they are good reasons, and there is no reason why I can rebind every other key but not 'T' (which becomes my reload key with an EDSF setup).  I have to use Autohotkey to fix a problem left over from the game's development.  To add insult to injury, I could rebind it in the demo.

2.  Cannot move abilities in multiplayer.  Why not?  I can in singleplayer.  I can open the menu.  When I've played 20 hours on my Insanity Vanguard and my key setup is W for charge, R for nova, and G for shockwave, it makes going to multiplayer where W is charge, R is shockwave, and G is nova a massive headache.  If there was some gameplay reason for it, I'd maybe forgive it...but nothing stops me from just changing the key bindings.  Yet why should I change my key bindings every time I play multiplayer? Or reorganize everything for singleplayer?

This is why players were so upset with the ending.  Not because they didn't like that everyone didn't live happily ever after.  Because the ending was sloppy.  It was easy, incomplete, and reeked of a time crunch by people that knew they had done "good enough."  Fans of the first two games were going to buy it regardless.  The really sad part is that the majority of ME3 is high quality.

If the game weren't so locked down because of piracy fears (look how well that's worked out) maybe a fan could create a mod and fix some of these issues.  But no.  No mods.  No fixes.  Nothing but an exploitative multiplayer to keep this game alive.

It wouldn't matter so much if the game weren't so fun.  :(

#2
katamuro

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I have to agree with you on sloppiness. There are just so many examples. The quest tracker is an obvious one. And its a real shame that mods are not supported, look at skyrim, that one supports mods and because of that many issues were fixed by the community and even more than 2 years after it came out it is still a game many play regularly.

The problem with DRM is that the only thing it does is make life harder for paying customers, pirates will always find a way of breaking it.

#3
R0gueHunt3R

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Jacquesne wrote...

1.  Cannot remap 'T' key.  This is an insanely easy fix.  I can remap every other primary key on the keyboard except this one.  Why?  It's permanently bound to "Multiplayer Chat", a function that doesn't even exist.  That's right...I can't rebind 'T' to anything even though it does nothing in in the game.  Why do I care?  Because I don't use WSAD in any game, I use EDSF.  Maybe you think that's silly.  I have my reasons, I believe they are good reasons, and there is no reason why I can rebind every other key but not 'T' (which becomes my reload key with an EDSF setup).  I have to use Autohotkey to fix a problem left over from the game's development.  


Funny that you mention that, I use Colemak ('cause, frankly, Qwerty is so bad that it should have been killed long ago). As I result of this, I could not actually get off of planets in ME 2 (you know, that whole press "F" thing) without switching back to Qwerty and rebinding my keys.

Also, ME 2 always crashed for me if I attempted to move abilities around in the top bar.

#4
Bacusan

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Yes. Bioware games lack post sales support. I tried to play a run thru with a fem shep. Got stuck in the cockpit so many times i got frustrated.
when i finally worked arround those issues, and went to save Victu's son. there where no enemies during the mission.....

#5
R0gueHunt3R

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Ah, yes, getting stuck in places - that was the absolute best. I can't tell you how many times I got stuck floating above the ground in ME 2; and I couldn't even use noclip.

#6
AlexMBrennan

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Funny that you mention that, I use Colemak ('cause, frankly, Qwerty is so bad that it should have been killed long ago). As I result of this, I could not actually get off of planets in ME 2 (you know, that whole press "F" thing) without switching back to Qwerty and rebinding my keys.

Really? I'd have thought that you still need to press the F key to get an F regardless of where the F key is on the keyboard.

I have to use Autohotkey to fix a problem left over from the game's development.

I'm pretty sure that you can just edit c.bin instead.

Also, ME 2 always crashed for me if I attempted to move abilities around in the top bar.

It didn't always crash - if you quicksave just before trying, the game will crash but let you move them after reloading.

#7
N0rke

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I have to admit, the terrible anti-aliasing and terrible quest tracker are a real turn off when it comes to this game. At least one of those problems is fixable.
Also, no weapon sheathe for PC? I get why they had to cut it from consoles, but not giving it to PC users is just the easy way out.

R0gueHunt3R wrote...

Ah, yes, getting stuck in places - that was the absolute best. I can't tell you how many times I got stuck floating above the ground in ME 2; and I couldn't even use noclip.

The car on Omega that's parked by the infected zone. The one with the stairs behind it.

Every. Freaking. Time.

#8
Sanunes

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N0rke wrote...

I have to admit, the terrible anti-aliasing and terrible quest tracker are a real turn off when it comes to this game. At least one of those problems is fixable.
Also, no weapon sheathe for PC? I get why they had to cut it from consoles, but not giving it to PC users is just the easy way out.


Even if it looks to be a minor bit to add to the game just for PC users, it would require a delay to the game for them to make sure it works properly and look at how happy people are with Ubisoft delays a PC release for two to four weeks.

I really can't think of any PC game that stretches between consoles and PC to be in any better condition as far as bugs and areas that could have been improved.

#9
katamuro

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Ah I remember the good old days on ME1 when it used to crash like clockwork almost every 30 min, most of the time in elevators or in loading screens. Have to say that bug was fixed. I still dont get why ME2 needs such long loading screens and no cutscene is skippable.

I have to admit it that the game when I first played it felt raw, like some bits were left not finished and that just not right. I get why for example Skyrim does it since they do release a lot of patches and let the people modify it but closed games like ME3 should have at least nothing obvious wrong with it.

I know what it feels like, it feels like buying a used car and then discovering a lot of things not working or not even present when the seller swore it would.

#10
R0gueHunt3R

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AlexMBrennan wrote...

Funny that you mention that, I use Colemak ('cause, frankly, Qwerty is so bad that it should have been killed long ago). As I result of this, I could not actually get off of planets in ME 2 (you know, that whole press "F" thing) without switching back to Qwerty and rebinding my keys.

Really? I'd have thought that you still need to press the F key to get an F regardless of where the F key is on the keyboard.

I have to use Autohotkey to fix a problem left over from the game's development.

I'm pretty sure that you can just edit c.bin instead.

Also, ME 2 always crashed for me if I attempted to move abilities around in the top bar.

It didn't always crash - if you quicksave just before trying, the game will crash but let you move them after reloading.


For some reason, when using Colemak, I could press every single key, and none of them would trigger getting off world. And no, because ME looks at the keysym and not the scancode, I have to rebind all my keys. What I mean by this is that ME does not see that I press "1E" but that I pressed "A", for example.

Also, that explains why it crashed every single time - because I would always quicksave before doing so.

Modifié par R0gueHunt3R, 09 février 2014 - 12:55 .


#11
Slayer299

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I can agree with you about the sloppiness OP, there were signs of it in many places, the everything spacebar (from ME2 as well) is another as was the ridiculous effort needed to rebind keys in MP was another. But I can't agree that the rest of the game was just plain high quality. The 8 bit graphic figures in Vancouver parkin lot as well as a few others there would like to talk to you

#12
RangerSG

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R0gueHunt3R wrote...

Jacquesne wrote...

1.  Cannot remap 'T' key.  This is an insanely easy fix.  I can remap every other primary key on the keyboard except this one.  Why?  It's permanently bound to "Multiplayer Chat", a function that doesn't even exist.  That's right...I can't rebind 'T' to anything even though it does nothing in in the game.  Why do I care?  Because I don't use WSAD in any game, I use EDSF.  Maybe you think that's silly.  I have my reasons, I believe they are good reasons, and there is no reason why I can rebind every other key but not 'T' (which becomes my reload key with an EDSF setup).  I have to use Autohotkey to fix a problem left over from the game's development.  


Funny that you mention that, I use Colemak ('cause, frankly, Qwerty is so bad that it should have been killed long ago). As I result of this, I could not actually get off of planets in ME 2 (you know, that whole press "F" thing) without switching back to Qwerty and rebinding my keys.

Also, ME 2 always crashed for me if I attempted to move abilities around in the top bar.


I find this happening frequently in ME2 as well. Especially in the prologue. I have to wait until Freedom's Progress to reset the quickbar.

#13
katamuro

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Slayer299 wrote...

I can agree with you about the sloppiness OP, there were signs of it in many places, the everything spacebar (from ME2 as well) is another as was the ridiculous effort needed to rebind keys in MP was another. But I can't agree that the rest of the game was just plain high quality. The 8 bit graphic figures in Vancouver parkin lot as well as a few others there would like to talk to you


Yeah that and the static, untextured "people" in the club on citadel. Then there is the suprisingly non-chatty commander shepard who seems to have lost his/hers usual amount of questions. How about the dumbed down to nothing fetch quests if you can even call them that. And then there is a mysterious losses in the humanity's fleets when only one actually was involved in the ME1. then there is somehow missing thanix? 

Lets face it here the number of "forgotten" or incomplete stuff is just staggering especially since both ME1 and ME2 were quite a hit and with all those preorders on ME3...

#14
Slayer299

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I forgot about those people. Yeah, the fetch "quests" were a joke and the sad thing is several of them were perfect to be in an actual planet mission and not the filler quests we got instead.

#15
R0gueHunt3R

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The fetch quests felt like a pointless waste of time. They really should have been proper missions in the vein of ME2.

#16
katamuro

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R0gueHunt3R wrote...

The fetch quests felt like a pointless waste of time. They really should have been proper missions in the vein of ME2.


Exactly, isnt that what Normandy was supposed to do? Sneak in? do the thing and sneak out? they did it for them multiplayer maps so why not those missions. 

#17
Ironhandjustice

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The general rule in ME3 is "i don't have the time for develop stuff in the way you'll like it"

The easy solution was: "i'm going to move to the frostbite, please use this SDK to develop mods to fix bugs and add your custom missions".

The final solution was: "meh, stop crying. THIS IS ART"

As I've stated many times, the original endings were not only lazy, and half-developed... they were VERY SIMILAR to Deus Ex's and Asimov's Foundation novels.

"Now, foundation guy, you can make a choice...

-First, you can DESTROY second foundation.
-Second, you can CONTROL first foundation.
-Third, you can SYNTHETIZE with the robots.

Lulwhat?"

Soooo, colors were added.

#18
R0gueHunt3R

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Except that moving ME 3 to Frostbite 2 would have radically changed the aesthetics of that game. That, and it would have increased the dev time massively. Besides, those antiquated consoles absolutely struggled to run that engine.

Also, FB is NOT mod friendly in the least. The few mods that were hacked together for BF3 were later disabled via patches.

One thing that I will say, is that in comparison to other games running the UE3, Mass Effect made an absolutely pathetic attempt at taking advantage of the engine's capabilities. I mean, ME 3 didn't even make proper use of dynamic lighting - this was extremely noticeable when you had your flashlight out. 

Modifié par R0gueHunt3R, 10 février 2014 - 11:24 .


#19
InterrogationBear

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R0gueHunt3R wrote...

Also, FB is NOT mod friendly in the least. The few mods that were hacked together for BF3 were later disabled via patches.


Well, UE3 isn't mod-friendly either. Epic never released mod tools for it.

I can't think of a single modern engine that is easy to mod.

#20
R0gueHunt3R

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Please go Google "Make Something Unreal".

Anyone can use the UE3 SDK - well, that is, if you can actually *use* it.

Also, Gamebryo (which became Creation Engine) is extremely mod friendly. After all, just look at all the mods for ES:V. So is REDengine (The Witcher 2). So is CryEngine. So is Real Virtuality (ARMA). I could keep going on.

That being said, PC gaming is definitely less mod friendly than it was a decade ago.

Modifié par R0gueHunt3R, 10 février 2014 - 11:43 .


#21
InterrogationBear

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I know about the Unreal Development Kit, which is not a mod-tool and way to difficult and complex for the average user. There are so many UE3 games, but almost no mods for them.

#22
R0gueHunt3R

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I suppose the reason for that is because so many standalone projects are made instead. Although, technically speaking, you can configure the engine in ME 1 using console commands - the functionality is still there, it was just not enabled. I always enable dynamic shadows, for example.

It does seem to be more fashionable these days to release the engine's dev kit rather than mod tools for the game itself.

UDK may be hard to use, but it is also incredibly powerful. If you have the ability and the time, you can create pretty much anything.

Modifié par R0gueHunt3R, 10 février 2014 - 12:23 .


#23
shodiswe

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Bacusan wrote...

Yes. Bioware games lack post sales support. I tried to play a run thru with a fem shep. Got stuck in the cockpit so many times i got frustrated.
when i finally worked arround those issues, and went to save Victu's son. there where no enemies during the mission.....


There seems to be this bermudatriangle in Jokers cockpit, it can be pretty anoying.
In ME2 I sometimes got stuck on the railing in the CIC.

#24
R0gueHunt3R

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There are few things more annoying than getting stuck on top of cover at the end of a long fight, and getting cut down as a result.

Also, the fact that revive and get in cover were bound to the same key in ME 3 was just monumentally stupid. I have died so many times while trying to revive someone near cover.

#25
Ironhandjustice

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R0gueHunt3R wrote...

I suppose the reason for that is because so many standalone projects are made instead. Although, technically speaking, you can configure the engine in ME 1 using console commands - the functionality is still there, it was just not enabled. I always enable dynamic shadows, for example.

It does seem to be more fashionable these days to release the engine's dev kit rather than mod tools for the game itself.

UDK may be hard to use, but it is also incredibly powerful. If you have the ability and the time, you can create pretty much anything.


I think you misunderstood me. I was talking about a tool to assemble, compile and trigger events into mass effect with a 3D graphic interface.

That is not hard to do. In fact, exists, but not official.

On the other hand, and speaking about UDK, just click on my signature. Is a UDK trailer that I actually did.

From blank screen. The complete sequence is about 6 minutes :innocent:

If a small team can accomplish this, imagine what a dedicated community can do.

The problem was that the tools for modding ME3 were unexistant when the game was launched. If BW published a graphic interface with game resources and provided "links" in game to attach mods, this game would've been very different...

Each planet linked to a fanmade mission.

Modifié par Ironhandjustice, 10 février 2014 - 03:11 .