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What would you like in Mass Effect 4 Multiplayer


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#26
BullWinkl3

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I'd like to be able to choose powers for each character, as long as it's relevant to the class they are. Like replacing Shockwave with Throw for the regular Human Adept and replacing Hunter Mode with Hex Shield for the Geth Trooper for example.

Maybe doing away with the set classes altogether,  you just choose to add whatever powers you want to your character and make them totally unique!



#27
rassmert

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Let's not go too far OP

 

3 important things: (the other two would be nice)

 

1. Dedicated servers

2. Missile glitch/cheat removed or fixed

3. No more RNG system

4. A reward of some kind for all of those who spent more than 1000hours playing ME3MP

5. Support for more than 1 year or a permanent ban for cheaters/glitchers. 

 

Note: I dont think Bioware will read this post, so probably we are just wasting time.



#28
ColonelKungPao

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I want to be able to pause during a game in case something comes up so I don't have to run off and hide in a corner hoping I don't get killed.



#29
Marksmad is waving goodbye

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I want to be able to pause during a game in case something comes up so I don't have to run off and hide in a corner hoping I don't get killed.

 

That's an excellent idea, consider it seconded.



#30
ColonelKungPao

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That's an excellent idea, consider it seconded.

 

It's one thing not to allow it in a public game. But if it's a private game or if I'm trying a solo there's no reason not to have that option.



#31
Marksmad is waving goodbye

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It's one thing not to allow it in a public game. But if it's a private game or if I'm trying a solo there's no reason not to have that option.

 

I think you could do it in a multiplayer game too. One player could pause out and become essentially invisible to enemies and not be scoring for the team. One could put it on a reasonable timeout, like 5 minutes, maybe.



#32
Catastrophy

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I think you could do it in a multiplayer game too. One player could pause out and become essentially invisible to enemies and not be scoring for the team. One could put it on a reasonable timeout, like 5 minutes, maybe.

What? But that is already in the game - you just need to figure out how to do it deliberately.



#33
Marksmad is waving goodbye

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What? But that is already in the game - you just need to figure out how to do it deliberately.

 

I agree.I'd imagine there'd simply be a Pause Game control in the scoreboard menu along with the existing Resume Game and when paused you simply stand where you are, or you could be teleported to the LZ maybe, and take no damage and gain no score until you either resume or the timeout kicks you.



#34
Catastrophy

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I agree.I'd imagine there'd simply be a Pause Game control in the scoreboard menu along with the existing Resume Game and when paused you simply stand where you are, or you could be teleported to the LZ maybe, and take no damage and gain no score until you either resume or the timeout kicks you.

L4D and Evolve have an "idle" option and the AI takes over your character for the time. It does it's job pretty well in L4D.


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#35
Alfonsedode

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I agree.I'd imagine there'd simply be a Pause Game control in the scoreboard menu along with the existing Resume Game and when paused you simply stand where you are, or you could be teleported to the LZ maybe, and take no damage and gain no score until you either resume or the timeout kicks you.

Nah, that wld be to easy of an escape plan ...

But that wld fit ok


L4D and Evolve have an "idle" option and the AI takes over your character for the time. It does it's job pretty well in L4D.

 

Since the ai is dumb, you would end up dead quite fast :)



#36
Catastrophy

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Nah, that wld be to easy of an escape plan ...

But that wld fit ok

 

 

 

Since the ai is dumb, you would end up dead quite fast :)

Have you played L4D2? The AI is better in shooting special infected than many human players.



#37
Alfonsedode

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Have you played L4D2? The AI is better in shooting special infected than many human players.

Nope. Do U have any idea why the ai is dumber in ME ?

#38
Catastrophy

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Nope. Do U have any idea why the ai is dumber in ME ?

It's a turing test.


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#39
Peer of the Empire

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1.  No blue screen.  Interferes with sleep

2.  Lag free store

 

They have addressed the above in DA:I

 

3.  Be fun

4.  Have great melee

5.  Be able to buy specific weapon amps

 

and 6.  >>  Biotic Sphere  <<  Warlord 

 

Do it, Bioware!



#40
Scimitar101

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Instead of dividing classes into races - they should divide races into classes.

I mean, instead of choosing a class and then the race, you should first choose race and then the class.

 

More weapon damage - except for pistols, I feel as if I was shooting waterguns.

Seriously the basic alliance weapons take two magazines to kill a basic grunt. Soldier = useless. I only shoot to stagger the opponent while abilities are recharging.

 

Cover and revive shouldn't have the same button.



#41
xavier911

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Weapons that work well on ALL difficulties!!!

Not just a few that work well on platinum.



#42
animedreamer

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Armor customization for all player kits.

 

Armor Selection for all player kits.

 

Race Selection

 

Combat Style Selection (as oppose to hoping they make a Asari Engineer, or a Quarian Sentinel)

 

Keep the same behind the back view from ME3 Multiplayer. (One of the reasons DA:I multiplayer seems to be so boring is the view)

 

Skill Pool Selection: (BioWare just lets us pick the skills for our character from a predetermined pool of skills that are associated with that combat role, as well as giving us a bonus skills associated with our race or organization. Example an Asari Engineer could pick two tech powers and gains 1 biotic power that an Asari would likely know by default like Stasis, Throw or Pull. or a Turian Sentinel could pick 1 Biotic, 1 Tech, and because they are Turian select one Combat power.)

 



#43
frank_is_crank

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Cover and revive shouldn't have the same button.

 

While this is a good idea for ME4 you can fix it for ME3 on your own.



#44
Marksmad is waving goodbye

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While this is a good idea for ME4 you can fix it for ME3 on your own.

 

...on one out of the four platforms.

 

Biovar, please allow us to remap controller buttons and make use of all the controls on the controller if we wish. Thankyouver'much.


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#45
frank_is_crank

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...on one out of the four platforms.

Right. If one want to see it like that my hint could sound nearly a little bit snotty.

 

On the other hand - who cares for console peasants. Mustard race rules!

 

:devil:

 

:D


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#46
Marksmad is waving goodbye

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Right. If one want to see it like that my hint could sound nearly a little bit snotty.

 

 

I know that you'd never say anything with that intent.

 

 

On the other hand - who cares for console peasants. Mustard race rules!

 

 

Oh, wait...!

 

 

;)



#47
Somtaaw

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What I'd like from ME4 multiplayer:

1) the ability to map on our own, without having to jump through the hoops we have for ME3

 

2) No longer seeing maxed items showing up from the mystery bags.

 

Have the rng setup a few backup items, so if the rng roll says "here you should receive item x" another line of code verifies if you have item x maxed. If no, you receive the item and it shows on the popup of loot. If item_max=yes, it drops to the second item on the list, and repeats the check.

Note: this check should only apply to items that can be upgraded and not consumables.

 

3) Ability to vendor back, un-used/un-desired items for a small profit back.

 

Explosive ammo I'm looking at you here. Not talking anything major, but even getting say 5 credits back per rank 1, 10 per rank 2, and 15 credits for rank 3, over the short term it doesn't help, but in the long haul it does.

 

4) agreed with others, a pause feature would be great, for both pub and private games. Depending on how it may be implemented, a way to override the pause might be desirable. And probably a maximum pauses used per game (public) to prevent both abuse, and/or griefing



#48
Lordgeorge16

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While this is a good idea for ME4 you can fix it for ME3 on your own.

I tried this a while ago and it didn't work. 

 

Really hope Bioware removes the "one button to rule them all" in ME4.  I want that more than anything else in this thread.



#49
SlabHardcheese

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Great ideas here.  

Here are a couple points for Bioware to consider before my suggestions below:

  • I never understood how to take advantage of the fabulous character classes until I started playing multiplayer.  I mostly just kept with the first one I tried.  I didn't understand any incentive to try more classes and didn't really understand how to take advantage of them anyway.
  • I love the single player story line of course!  But I have played much more multiplayer over time because it is still fun, while single player is not that great to keep going through.  Multiplayer has kept me playing all this time.  The variety of class play styles is awesome. 

 

I suggest for ME4:

 

  1. Make the multiplayer have bigger maps with more involved missions. Point capture and defend, hostage rescue, as example (not just hoard mode).  Maybe you could allow us to invite friends or public into single player missions too.
  2. Bring more incentive for players to try multiplayer early on within single player story line:
    • by making hoard mode (at least) multiplayer maps part of a combat training simulation for the crew from within single player.  
    • The idea is to get players more understanding how to use the classes earlier on, not just when they finally try multiplayer after single player is over.  The hoard mode is not really realistic so might work better with the story line as a training simulation.
    • Baby step them into hoard mode multiplayer only after training on a specific kit or ability (for example describing how to get biotic explosions with your new Fury, how to take down barriers vs armor vs shield, etc) to draw reluctant players into it.  Encourage the use of simulator for testing kit load outs.
    • Make the hoard mode scale well down to solo for those who don't want to play with others.
    • Supply some level of bonus/advancements  to be achieved by the training, or some other incentives for it.  
    • Before they know it, story line players are testing their new knowledge in multiplayer co-op hoard mode as the next training step.  Supply some training for team synergy of class selection.
    • Encourage or reward story line players to try all the different characters.  Don't let them get used to the first one they try and go all the way through without changing like in ME3.  The class variety is a huge asset that was not fully appreciated by most single players of ME3.
  3. Keep it co-op teams.  I personally am not that into PVP and the balancing it would require.  But I love team co-op to provide the community and camaraderie.


#50
Operator m1

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Instead of dividing classes into races - they should divide races into classes.

I mean, instead of choosing a class and then the race, you should first choose race and then the class.

 

More weapon damage - except for pistols, I feel as if I was shooting waterguns.

Seriously the basic alliance weapons take two magazines to kill a basic grunt. Soldier = useless. I only shoot to stagger the opponent while abilities are recharging.

 

Cover and revive shouldn't have the same button.

 

I'd like to cite this and pretty much restate my similar wishes:

 

In MP, I'd like to pick a race/gender, then compatible classes, and compatible powers

 

ex: Quarians can be soldiers, infiltrators, engineers. Cannot be adepts, vanguards. or sentinels. Freedom to pick powers that make sense for your class' specialization (Engineers, and infiltrators can get overload, energy drain, sabotage. Engineers can take turrets/pylons. Infiltrators, and soldiers can get conventional/tech-based explosives like proximity mine, sticky/arc grenades. Infiltrators have their exclusive rights to tactical cloak. Soldiers can keep their marksmanship/adrenaline rush).

 

Genders should just be aesthetic differences. Races can keep differing health, and shield/barrier values, as well as evasive movement to set them apart.

 

I do agree, there should be a shift in power away from passives+active powers (see tactical cloak), and on to weapons themselves. It just needs to be handled very carefully so combat classes as a whole who's main draw is their potential with a weapon don't fall by the wayside to an adept with a cerberus harrier. My point being; don't blur the lines of a gun's effectiveness between weapon-based kits and power reliant kits to the point where everyone may as well play something power reliant due to such little difference in weapon performance between adept and soldier.