What I miss. Open Level Design.
#26
Posté 17 juin 2014 - 01:36
#27
Posté 17 juin 2014 - 02:34
I remember in one playthrough in me1 having an infinite firing sledgehammer round assault rifle. That was amusing.
I've played with infinite fire hoses (Inferno Ammo AR), infinite fire bombs (Shotgun), Pistol the same even though I didnt really use it. Sniper was the only weapon I didnt turn infinite cause long bombing is more useful imo cause of trying to get the most from Armatures and Colosi.
#28
Posté 17 juin 2014 - 02:39
It was so worth it though when faced with Kaira Stirling's mouthing off at me, *blam* dead one shot as soon as she'd finished talking.
Man I always loved that moment. If you do it fast enough, she's still kind of smack talking in the middle of her and her whole group getting tossed aside. Since I'm usually at level 43-45 by the time I get to Noveria, I and Liara already have advanced throw, and used at the same time, it's ridiculously overpowered and will probably just kill them all right there.
#29
Posté 19 juin 2014 - 10:09
Those are issues with the implementation, not the concept. The concept is fine. Get more detail in there and not only will you have greater variety (and hence less boredom) but leaving the Mako would make sense too, if the terrain gets too difficult for it to cross (sensible difficulty like rocks and trees, not random mountains). Or you might need to decide whether a head-on assault in the Mako through the one passable but heavily guarded point is a better choice than sneaking in round the back on foot.
True, but people really should specify that, when they mean "open world", they mean "an interesting open world".
I would like that interesting open world as much as the next person, but if it's boring, then I'd prefer narrow corridors and excitement.
- RedCaesar97 aime ceci
#30
Posté 19 juin 2014 - 02:41
Not sure why they would need to specify that they want an 'interesting' open-world. I'm fairly certain it takes nothing more than common sense to realize people probably don't want a bland and boring one.
Imo there's zero excitement to running down hallway after hallway with my enemies streaming in the same doorway right in front of my crosshairs as if they're on an assembly line to death. Also zero excitement in having all my gear and attachments being conveniently placed at my feet in the middle of said hallway.
#31
Posté 19 juin 2014 - 06:01
#32
Posté 19 juin 2014 - 06:14
- Farangbaa aime ceci
#33
Posté 19 juin 2014 - 09:20
ME3 was definitely an improvement in that aspect, but it's still very linear level design. There's not much strategy other than plowing through enemies from point A to B. Whereas the open environments of ME1 (while bland) actually give you many options on how to approach a combat situation. Sniping guys from a mountain side perch, driving right up to them in the Mako, flanking them from the other side of the terrain etc etc.
#34
Posté 19 juin 2014 - 11:52
ME1, my favorite weapon was the sniper rifle. ME2 & ME3, I left the sniping to my squadies cause of the extremely limited ammo and most of the levels didn't have enough distance to justify specializing in a sniper rifle. Prefer the SMG and a good shotty in 2 & 3.... still.... miss seeing heads explode from 200 yards out.
#35
Posté 20 juin 2014 - 12:02
ME3 was definitely an improvement in that aspect, but it's still very linear level design. There's not much strategy other than plowing through enemies from point A to B. Whereas the open environments of ME1 (while bland) actually give you many options on how to approach a combat situation. Sniping guys from a mountain side perch, driving right up to them in the Mako, flanking them from the other side of the terrain etc etc.
You had lots of options, yeah, but the efficient strategy was always the same, and pretty dull. Get the Mako to extreme range, turn sideways to the enemies, and move back and forth while cannoning everything to death.
- RedCaesar97 aime ceci
#36
Posté 20 juin 2014 - 05:19
Y'all could hit stuff that far away with those rifles?!
#37
Posté 20 juin 2014 - 05:33
Y'all could hit stuff that far away with those rifles?!
With the sniper rifle talent maxed and sporting an HMWSR X, you're basically an unstoppable killing machine from great distances, and you're stable enough to kill multiple targets in a short period of time. Even geth colossi can only take maybe 6 shots once you've gotten the specs up.
ME3 was definitely an improvement in that aspect, but it's still very linear level design. There's not much strategy other than plowing through enemies from point A to B. Whereas the open environments of ME1 (while bland) actually give you many options on how to approach a combat situation. Sniping guys from a mountain side perch, driving right up to them in the Mako, flanking them from the other side of the terrain etc etc.
Fair point, though it was easy enough to cheat your way through a lot of this too. The Mako has this weird thing where enemies will only attack the nose of the vehicle, so if you hid the front end behind cover, you can safely dispatch enemies without having to move at all. But really, on open terrain, the only challenging target to the Mako is the thresher maw. None of those random bandits or enemy strongholds stood a chance, with or without turrets. They are all easy to kill. Even the geth colossus can be dispatched by knocking it over and shooting it while it's down, and repeat. The only reason to take the long way around any of it is to build XP, because you get twice the points if you kill them with your gun than with the tank's cannons.
#38
Posté 20 juin 2014 - 06:03
ME3 was definitely an improvement in that aspect, but it's still very linear level design. There's not much strategy other than plowing through enemies from point A to B. Whereas the open environments of ME1 (while bland) actually give you many options on how to approach a combat situation. Sniping guys from a mountain side perch, driving right up to them in the Mako, flanking them from the other side of the terrain etc etc.
Plus the odd unexpected one - normally you could just wander about the Citadel but there's the one time you'd turn up to Chora's Den and suddenly find yourself in the middle of a fight, or get into a scrap in the lower Wards market (is it a bug that the place is empty except for Chorban for the rest of the game after that?)
#39
Posté 20 juin 2014 - 06:05
You had lots of options, yeah, but the efficient strategy was always the same, and pretty dull. Get the Mako to extreme range, turn sideways to the enemies, and move back and forth while cannoning everything to death.
That's why I think the problem is entirely with the implementation and not the concept.
- Mcfly616 aime ceci
#40
Posté 20 juin 2014 - 06:09
Plus the odd unexpected one - normally you could just wander about the Citadel but there's the one time you'd turn up to Chora's Den and suddenly find yourself in the middle of a fight, or get into a scrap in the lower Wards market (is it a bug that the place is empty except for Chorban for the rest of the game after that?)
Regarding the Lower Markets, is this something that happens during Citadel: Dr. Michel?
#41
Posté 20 juin 2014 - 06:16
Regarding the Lower Markets, is this something that happens during Citadel: Dr. Michel?
That's the one. The place remains empty even if you get through it without fighting.
#42
Posté 20 juin 2014 - 06:23
Huh, I never noticed that before. Once I was done with that sidequest, I never returned to the lower markets (Morlan's shop certainly isn't famous for its selection).
#43
Posté 20 juin 2014 - 06:30
The Mako has this weird thing where enemies will only attack the nose of the vehicle, so if you hid the front end behind cover, you can safely dispatch enemies without having to move at all.
Wow. Never noticed that.
#44
Posté 20 juin 2014 - 06:54
Me3 improved over me2's waist-high-barrier-must-be-fight-time level design.
Haha, what a description of ME2 ![]()
#45
Posté 20 juin 2014 - 07:25
Haha, what a description of ME2
You have to love how certain areas are quite clearly a trap, like when recruiting Jack. The moment you walk into processing, the desks just scream "TAKE COVER!"
#46
Posté 20 juin 2014 - 07:58
#47
Posté 20 juin 2014 - 08:01
- Blad3Zer0 aime ceci
#48
Posté 20 juin 2014 - 08:02
The thing about ME1, is most of the stuff you took cover on, looked like it was naturally there. All the junk and crates, they weren't all conveniently set up perfectly for a firefight like in ME2.
Also, this needs to be said.....the next game NEEDS to add some stealth features to combat
#49
Posté 20 juin 2014 - 08:05
Chairs and tables plus Singularity. I miss flying furniture (otherwise known as the Vortex of Death).
I really missed having objects that could react to your powers. There was one point where I was sniping some geth in ME1, and a couple hid behind a container, at which point Liara used lift, which cleared the entire thing out of the way.
#50
Posté 20 juin 2014 - 08:14
Liara is so bad ass in ME1. Lift, Throw, Singularity.....Repeat.
And that's how you scatter the roaches.





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