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Multiple Hubs in Mass Effect 4?


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36 réponses à ce sujet

#26
Armali

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I'd like this a lot, as it was in ME 1 and 2. I'd like different hubs to be around the different species, so as to get a wide selection of goods based on those species.



#27
Karlone123

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I'd like hubs to be more interactive like the Silver Sun strip in ME3: Citadel dlc. My favourite hub is Thessia cause it has an amazing view and I could feel a bit of what Thessia culture was like. To make hubs feel more immersivem, make the area more alive with more little things to do. I might be pushing it now, but maybe lets us purchase a place on a hub like the Anderson's apartment. I want to be rid of us having one ship like the Normandy.


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#28
Armali

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I'd like hubs to be more interactive like the Silver Sun strip in ME3: Citadel dlc. My favourite hub is Thessia cause it has an amazing view and I could feel a bit of what Thessia culture was like. To make hubs feel more immersivem, make the area more alive with more little things to do. I might be pushing it now, but maybe lets us purchase a place on a hub like the Anderson's apartment. I want to be rid of us having one ship like the Normandy.

 

I agree, definitely. I really loved the Silver Sun Strip, with all the things to do and opportunities to talk to different teammates. I'd also like to have an opportunity to have a home in the hubs as well, similar to how you got the apartment in The Citadel DLC. 



#29
Farangbaa

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I never understood this fascination with hubs. For all I care, they only give me a requisition officer, as long as the rest of the game is fun to play.

 

Some of you in here act as if a good hub makes the game, and a bad one kinda breaks it.



#30
Revan299s

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I never understood this fascination with hubs. For all I care, they only give me a requisition officer, as long as the rest of the game is fun to play.

 

Some of you in here act as if a good hub makes the game, and a bad one kinda breaks it.

It adds to the atmosphere of the game. Just having a requisition officer makes it a bit boring.



#31
Farangbaa

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It adds to the atmosphere of the game. Just having a requisition officer makes it a bit boring.

 

Why?

 

If the rest of the game is awesome, who cares if you only have a requisitions officer?

 

Or did you like the following sequence?

 

Fly to Citadel

Exit Normandy

Go down the elevator

Do your thang

Back up the elevator

Enter the Normandy.

 

5 minutes orso wasted just to empty your inventory and hit the money cap for the 5th time that game, with nothing to spend it on.

 

Noveria and Feros were even worse. At least you got to listen to the news or your squadmates in the elevator. On Noveria and Feros you just have to walk a long as way (and another elevator on Noveria)

 

ME2 is a tad better.. but there you just empty a store and never visit it again, except after fixed restocking points.

 

I'd rather have them not spend effort, time and money on hubs, but instead make a game that blows my mind.



#32
Han Shot First

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I never understood this fascination with hubs. For all I care, they only give me a requisition officer, as long as the rest of the game is fun to play.

 

Some of you in here act as if a good hub makes the game, and a bad one kinda breaks it.

 

It adds to the atmosphere of the game. Part of the appeal, at least for me, in playing a space-based RPG is getting to explore the galaxy. If there were no hubs at all and all missions came to your ship via email or comm-link and such, it would reduce the game to little more than a shooter with the ship just as a temporary respite from running and gunning.



#33
Armali

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It adds to the atmosphere of the game. Part of the appeal, at least for me, in playing a space-based RPG is getting to explore the galaxy. If there were no hubs at all and all missions came to your ship via email or comm-link and such, it would reduce the game to little more than a shooter with the ship just as a temporary respite from running and gunning.

 

This. Adding hubs also lets you witness the culture of other areas and species, which is a huge aspect for roleplaying with me.They kind of give you a sense of where you are and the people around you.



#34
Farangbaa

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It adds to the atmosphere of the game. Part of the appeal, at least for me, in playing a space-based RPG is getting to explore the galaxy. If there were no hubs at all and all missions came to your ship via email or comm-link and such, it would reduce the game to little more than a shooter with the ship just as a temporary respite from running and gunning.

 

Oh but I agree, it's not like I don't want hubs. But they are not nearly as important as the rest of the game. I'd rather have 1 good hub (ME3) than 2 shitty + 1 tedious which is only fun the first time you get there (ME) or hubs that go empty (ME2)



#35
SwobyJ

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-I don't really care to have the Citadel as a hub this time. I'd even prefer it to not be one. If it is, I wouldn't complain though.

 

-I want multiple 'hubs'. Somewhat like ME2 but probably with some kind of twist :)

 

-If the emphasis truly is 'exploration', I'd prefer a mix of existing-known and new alien planets which themselves have a mix of familiar items/story and unfamiliar items/story. Have a tie to the known galaxy, but don't focus on it as much as ME3's main story.



#36
Raizo

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Oh but I agree, it's not like I don't want hubs. But they are not nearly as important as the rest of the game. I'd rather have 1 good hub (ME3) than 2 shitty + 1 tedious which is only fun the first time you get there (ME) or hubs that go empty (ME2)

While I do understand your point of view and agree with it to a certain extent I much rather several well designed small to medium sized hubs instead of one large one, to me it comes down to wanting variety and at the same time I want to cut down on repetition. From a technical perspective I was impressed with ME3's Citadel but as a gamer I hated it, I hated having to keep going back there after every story mission ( and sometimes after every side mission due to ME3's timed/missable side quests, unlocking various squad mates dialogue options and ), I hated all the tedious elevator rides and load screens when traveling between one floor and another. I became sick and tired of the Citadel and I honestly would not shed a tear if it was not in the next ME game. I want to explore for ****s sake, I want to visit new places. What's the point of an rpg if can't explore. I thought Bioware would have learnt a lesson from feedback to Dragon Age 2 but apparently they did not.

Edit: I wasn't expecting my swear word to show up. Better get rid of that.

#37
Farangbaa

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While I do understand your point of view and agree with it to a certain extent I much rather several well designed small to medium sized hubs instead of one large one, to me it comes down to wanting variety and at the same time I want to cut down on repetition. From a technical perspective I was impressed with ME3's Citadel but as a gamer I hated it, I hated having to keep going back there after every story mission ( and sometimes after every side mission due to ME3's timed/missable side quests, unlocking various squad mates dialogue options and ), I hated all the tedious elevator rides and load screens when traveling between one floor and another. I became sick and tired of the Citadel and I honestly would not shed a tear if it was not in the next ME game. I want to explore for fucks sake, I want to visit new places. What's the point of an rpg if can't explore. I thought Bioware would have learnt a lesson from feedback to Dragon Age 2 but apparently they did not.

 

I agree with you on pretty much everything. What I´m trying to say is that hubs should not be a real focus of design. There are other things that matter much, much more, and I fail to see why people would make a point out of how many hubs there are in the game and what they should be like.