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Mass Effect 4: Gameplay/Combat Design


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#26
We'll bang okay

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well if we can't choose our race, how about playable squad mates, and that way if we end up dyeing we don't have to restart.


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#27
Oni Changas

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ME1 level design, where combat areas weren't telegraphed and could happen anywhere.

Have enemies use powers more dynamically. Like ME1 biotics who used more than warp.

Make guns as unique and closely tiered as ME2. I.E. the Avenger shouldn't shoot paperballs.

Interactive environments like ME1/2. Tossing boxes, pulling or overloading explosive containers, etc.

Melee as a viable style of play. Clearly classes like the N7s and Warlord were an experiment.

Cooldown like ME1, but with average times like ME2. (3-6 secs).

Squadmates should be more intelligent and aggressive like ME2. There were missions where I could let Garrus and Grunt do the heavy lifting.

Please change or refine the synch kills. Krogan should not be dying by a single stab.

Armor modding. Choose your bonuses with whichever outfit you desire. Squadmates should also wear armor on the battlefield and casual outfits off.
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#28
Ajensis

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^ Going off Oni No Shiro's first couple of points, I'd also like to see some elements of ME1's combat return. Particularly how abilities didn't automatically target an enemy where biotics were blue balls of energy that you could curve. With the Frostbite engine, it would be great if you simply threw down a Singularity near an enemy and it would cause other nearby objects to float towards it too, like in the first Mass Effect. Or say you were pinned down by sniper fire, so you target the wall they're behind with a powerful Throw, sending chunks of concrete flying away and exposing your enemies. The added bonus is that biotics would once again seem more like a power you wield in the world than a gameplay mechanic. That's how it seemed to me in ME1 anyway.

 

I don't expect it'll happen, but I'll suggest it anyway :P I think it's got great potential to work splendidly with the new engine.

 

Other ME1 aspects: individual cooldowns (like suggested above my post, except I think the ~45 sec cooldowns were fine; I liked that I only used my biotics or tech abilities when I really needed to instead of constantly spamming them. Using biotics all the time doesn't make sense with the lore either) and the removal of thermal clips.

 

Make guns, armour and mods drop randomly again (albeit in much less quantities than in ME1), but keep the uniqueness and variety of them. Although I agree with Oni No Shiro that there should perhaps not be such a big gap in damage output, there could still be weapons that are significantly superior to others that will only drop on higher-level enemies. Like the Predator to Phalanx. But yeah, the Avenger shouldn't "shoot paperballs" either. Maybe introduce other bonuses to make weapon upgrades attractive in more ways than simply the base stats (damage, rate of fire, etc.).

 

Keep and improve upon the character mobility of ME3 and the skill trees, though.



#29
PunMaster

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I am more or less happy with ME3's combat although there is room for improvement. I can't speak for everyone my Shepard didn't always fall I to cover when I wanted him/her to, I think Bioware mapped too many things to the action button so Shepard didn't always do the things that I wanted him/her to do. The heavy melee attack could be faster and more fluid. Aside from these nit picks I would like the combat to be more fluid, better animation would not hurt.

 

I also noticed cover functionality was a tad buggy. Eg. Hiding behind cover you right click expecting to lean over and look down your sniper scope to take a shot, upon releasing go back behind cover. What actually happened some of the time was getting stuck behind cover and aiming, where if you aimed in a certain direction the cover would force you out of aiming.

 

So yeah definitely worth improving the cover system.



#30
Mcfly616

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If they're going to emulate (or get inspiration for) better cover mechanics, they should look to the most underrated third person cover-based shooter out there, and imo the best cover-based shooter out there: Ghost Recon Future Soldier.

 

Ofcourse, I'd prefer their main focus be on other aspects of the game (no, not the story, believe it or not).....but if they were looking to improve their cover mechanics and gunplay, they should look to GR:FS.

 

 

 

 

Personally, I'd like to see the 'option' to approach combat situations in a more stealthy manner (sneaking, assassinating etc.)



#31
StaticStevil

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I thought of a much more realistic (? Lore friendly?) cooldown system for powers, where each use of a power builds up heat on your omnitool/biotic amp. Overheating locks you out of power use for a while (similar to ME1 weapons), but even without overheating, higher heat buildup makes you more vulnerable to specific types of damage. You would have separate meters for tech & biotic powers, and different powers would have different heat buildups. Combat powers tend to be more equipment based, so they could draw power from your shields, have limited uses like grenades, or have individual cooldown times (like waiting for your armor to reload your suit-mounted rocket launcher).

I haven't thought it through completely, and would take a whole new kind of balancing, but I think it would make sense and fit in really well with game lore.



#32
Farangbaa

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Overal, I think it's safe to say only one thing really needs to happen:

 

The enemies should be more dangerous.

 

Snipers should be able to one-shot you. Melee attack by a big enemy should equal instant death... pretty much any attack involving an omni-blade should equal instant death. If they are in range to be able to melee you, they should do this, and not occasionaly. They should come from all directions and not just from the front (this includes from way up and down below).

 

All in all, they should be lethal. ME3, as awesome as the combat was, was basically a battle between you and full blown retards with weapons.


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#33
BaaBaaBlacksheep

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Here is the sample of what the ME 4 gameplay mechanics should look like. 



#34
Fogg

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I always liked the difference between what biotics could do in the cut scenes (über powerfull) and what they actually could provide as a squad member. I'd like combat to feel like in the cutscenes. At least have a jump key.



#35
MEuniverse

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Make it ME2 style. ME3 was more like FPS not an RPG...

ME2 was like FPS too



#36
birefringent

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If we have squadmates that are supposed to be using weapons then please make sure that they can actually use them properly.

 

As much as I find it hilarious watching Vega blasting his Reegar Carbine from the other side of the map and not hitting a damn thing. Ultimately it becomes just tedious facepalming:

 

"Hey, Vega! I thought you wanted to become N7? Go back to the academy and learn to shoot properly first!" ...sigh.

 

Also, please give the asari a bit more intelligence. "Yes, I'm looking at you Liara. There's a reason I gave you warp. Would you please stop spamming that singularity on every turret, and atlas you see!"

 

 

Enemies needs more powers, more like they finally did with the Citadel DLC, using incinerate, biotic charge etc.. in current ME3 all enemies do is spam grenades, and an occasional banshee ball. I would be completely fine if enemies could use things like a short duration singularity to mess up my team. Give them overload too, so they can counter my shields/barriers.

 

I always find it a bit odd that the Geth never developed antibiotic tech to really make biotics less effective againts them.

 

Giving weaknesses to enemies is okay, but ridiculous when the player is totally OP without any kind of weakness, with the exception that players can get staggered by some things, but nothing else really. At least in ME1 enemies could not only spam biotics (Fix the OP spam powers, don't delete them like you did with me2&3), and enemies could also disable players powers with tech attacks which is a great challenge making players nearly helpless for a short duration.


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#37
Probe Away

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Please do NOT go back to the separate power cooldowns of ME1. It makes absolutely zero sense that as an adept I can cast throw, lift, warp, singularity, stasis and barrier all in the space of about 8 seconds, yet I have to wait 30 seconds to cast throw twice.

If spamming powers every few seconds isn't ideal, then make powers more powerful (armor shouldn't stop biotic powers like throw and pull from being effective) but increase cooldown times. Or do what StaticStevil said and have a cumulative cooldown limit on powers.

#38
KaiserShep

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Overal, I think it's safe to say only one thing really needs to happen:

 

The enemies should be more dangerous.

 

Snipers should be able to one-shot you. Melee attack by a big enemy should equal instant death... pretty much any attack involving an omni-blade should equal instant death. If they are in range to be able to melee you, they should do this, and not occasionaly. They should come from all directions and not just from the front (this includes from way up and down below).

 

All in all, they should be lethal. ME3, as awesome as the combat was, was basically a battle between you and full blown retards with weapons.

 

I'm curious as to how balanced or imbalanced this could turn out. Like, if snipers can dish a critical mission failure in one shot, how many snipers would we encounter in the game? If omni-blade attacks are an insta-kill, do all enemies have this? I mean, I don't see why they wouldn't, since it's just an omni-tool component that anyone can get. Making enemies more lethal and difficult can add to the fun, but if not done right, it can also become immensely frustrating, especially when considering that the PC and team are generally outnumbered several times over in missions. I suppose this also depends on how well it can balance out on the difficulty level too.



#39
CannotCompute

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- I'd like to see non-combat skills (Hacking, Persuasion...) again. This will also help make the classes more diverse (in ME3 the only differences left were combat abilities).

- Introduce new customization options. Traits for example... Techy/Hacking bonus, Steady shot, People person, Biotically talented, etc. Stuff you can pick at character creation that will have an effect on your entire playthrough.

- Some form of accessible inventory would be much appreciated. That way, we'll be able to swap weapons, armor, biotic amps, etc. whenever we feel like it.

- More diverse loot. I'd like to be able to find stuff other than weapons, credits, armor parts & mods. Make it worth it to stray from the path and explore. It'll keep things interesting.
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#40
SolNebula

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I think they should bring back some elements from each game:

 

from ME1:

-less obvious areas for combat (not having the convenient cover each time you enter a fight) - Also: cover should be destructible

-individual power cooldown

-the return of light/medium/heavy armors for Protagonist AND companions

 

from ME2

-Heavy weapons (this time restriced to soldiers IMO)

-variety of levels

 

from ME3

-Basically the MP feeling of battle in a large area only integrated within the SP experience.

 

My personal suggestions:

-As mentioned before Snipers should one shot you

-Give to troopers the possibility to use medpacks like Clone-Shepard

-Enemy Vanguards bio-charging you

-Possibility to control our squadmates

-Loots from dead bodies (credit, weapons, armors, various mods)


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#41
MEuniverse

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- I'd like to see non-combat skills (Hacking, Persuasion...) again. This will also help make the classes more diverse (in ME3 the only differences left were combat abilities).

- Introduce new customization options. Traits for example... Techy/Hacking bonus, Steady shot, People person, Biotically talented, etc. Stuff you can pick at character creation that will have an effect on your entire playthrough.

- Some form of accessible inventory would be much appreciated. That way, we'll be able to swap weapons, armor, biotic amps, etc. whenever we feel like it.

- More diverse loot. I'd like to be able to find stuff other than weapons, credits, armor parts & mods. Make it worth it to stray from the path and explore. It'll keep things interesting.

 

 

I think they should bring back some elements from each game:

 

from ME1:

-less obvious areas for combat (not having the convenient cover each time you enter a fight) - Also: cover should be destructible

-individual power cooldown

-the return of light/medium/heavy armors for Protagonist AND companions

 

from ME2

-Heavy weapons (this time restriced to soldiers IMO)

-variety of levels

 

from ME3

-Basically the MP feeling of battle in a large area only integrated within the SP experience.

 

My personal suggestions:

-As mentioned before Snipers should one shot you

-Give to troopers the possibility to use medpacks like Clone-Shepard

-Enemy Vanguards bio-charging you

-Possibility to control our squadmates

-Loots from dead bodies (credit, weapons, armors, various mods)

Great ideas ;)



#42
Farangbaa

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I'm curious as to how balanced or imbalanced this could turn out. Like, if snipers can dish a critical mission failure in one shot, how many snipers would we encounter in the game? If omni-blade attacks are an insta-kill, do all enemies have this?


Replay ME1 on Insanity for your answer :P

I mean, I don't see why they wouldn't, since it's just an omni-tool component that anyone can get. Making enemies more lethal and difficult can add to the fun, but if not done right, it can also become immensely frustrating, especially when considering that the PC and team are generally outnumbered several times over in missions. I suppose this also depends on how well it can balance out on the difficulty level too.


Whenever I speak of things like difficulty, I only speak for the hardest difficulty. Which, obviously, should be hard and not a damn picknick like ME3.

#43
Ajensis

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I think they should bring back some elements from each game:

 

I'm really digging your suggestions! :) only thing I hesitate about is being able to control squadmembers too. I had a much better bond with Shepard than I did with either of Dragon Age's two protagonists so far. It might be influenced to some degree by being locked to Shepard throughout it all... but I'm not entirely sure. Could simply be the changing protagonists alone, or that the Warden wasn't voiced, etc. etc.

Just a minor thought, though. All in all I'd love to see your and CannotCompute's ideas in not-ME4(-damnit) :)



#44
Son of Shepherd

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If we have squadmates that are supposed to be using weapons then please make sure that they can actually use them properly.

 

As much as I find it hilarious watching Vega blasting his Reegar Carbine from the other side of the map and not hitting a damn thing. Ultimately it becomes just tedious facepalming:

 

"Hey, Vega! I thought you wanted to become N7? Go back to the academy and learn to shoot properly first!" ...sigh.

 

Also, please give the asari a bit more intelligence. "Yes, I'm looking at you Liara. There's a reason I gave you warp. Would you please stop spamming that singularity on every turret, and atlas you see!"

 

 

Enemies needs more powers, more like they finally did with the Citadel DLC, using incinerate, biotic charge etc.. in current ME3 all enemies do is spam grenades, and an occasional banshee ball. I would be completely fine if enemies could use things like a short duration singularity to mess up my team. Give them overload too, so they can counter my shields/barriers.

 

I always find it a bit odd that the Geth never developed antibiotic tech to really make biotics less effective againts them.

 

Giving weaknesses to enemies is okay, but ridiculous when the player is totally OP without any kind of weakness, with the exception that players can get staggered by some things, but nothing else really. At least in ME1 enemies could not only spam biotics (Fix the OP spam powers, don't delete them like you did with me2&3), and enemies could also disable players powers with tech attacks which is a great challenge making players nearly helpless for a short duration.

Having squadmates on auto power use is a complete waste of time in ME3 for the reasons you've said.

 

I'd love them to give us a tactics screen when aboard your ship that allows you to select which powers each squadmate could use and on which enemy. 

Examples would be shielded enemy = overload, guardian enemy = pull or shockwave, unshielded enemy = singularity etc. 



#45
Nitrocuban

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Micromanaging squadmates isn't much fun after playing hundreds of hours of MP IMHO.

Better AI, some preset advises (offensive, snipe, melee, draw attention) and quick orders via key bindings on the field might be better than stopping the game every 2 seconds.


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#46
Farangbaa

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As long as they don't remove the option to pause the game to give commands, I'm fine with all these suggestions.

I'm one of those guys that, when picking up a new party member in DA:O immediatly turns off their tactics.

#47
Catastrophy

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ME3 combat is pretty good - once you learnt how to use it in MP. I played it very differently in SP before I got in.

 

They should keep its core carry it over to SP and design the difficulty levels accordingly, so that full MP combat experience is advanced and up and the old SP combat with time dilation crutches and the like is normal.

 

Make some incentive to step up the difficulty ladder, because having the full combat experience pays off for players.

 

One main thing:

1 )Be clear about the objective.

 

2) Be clearer about the objective.

 

3) I'll Alt-F4 if my character dies repeatedly because I don't know what to do. (That last Bioshock game endfight was horrible, e.g. - and putting the f***ing whole playthrough on easy didn't even help it, lol.)



#48
JonathonPR

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Weapon mechanics that reflect how the weapon works. Having a limited ammo reserve can be explained by just admitting it is ammo. With ME1 weapons it was death by a thousand cuts. That is why they had ammo mods to increase lethality depending on the target. Rather than the ejectable heat sinks just say that they started using ammo larger than grains of sand and closer to modern caliber sizes to overcome shields and armor with fewer shots to end combat faster. Laser weapons should ignore shields made by mass effect fields. Have particle acceleration weapons be able to charge shots in circular accelerator modifications before launching them down the linear accelerator. Laser weapons have capacitor banks that slowly recharge. Recharge id divided between the cells that are not at full capacity so that the faster it is fired the slower it recharges to balance out ignoring shields. Armor mods should not be magic abilities but parts of the weapon. Lasers can have alternate wavelengths or be altered by radiation from new forms of strange matter similar to ezo.

 

Armor that reduces damage rather than adding to hp. It makes the choice of weapon more important. ME1 weapons are good against lighter armored enemies, protracted battles, and whittling down shields. Large bore ammo are great at breaking through heavy armor and high hp targets but is wasted on shields that can regenerate quickly. Lasers work well against shielded enemies but require controlled shooting to be effective in long fights. Particle weapons have a good balance of the other weapons abilities but are expensive and if they have an antimatter particle mod and the reserve energy gets too low from rapid shooting it can hurt the user until it charges up enough.

 

Customization for party AI like in Dragon Age. Focus on different types of enemies and change combat behavior.


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#49
JonathonPR

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Keep the ability to fly around the star map but remove fuel requirements. For me it was the waste time to do what you wanted to do part of the game. I would like to see optional sip components change what parts of the map you can go to. Radiation shields allow travel near neutron stars and other high radiation areas. Combat addon could allow the ship to break through blockades. Cargo holds allow the ship to move supplies, important objects, or people. Do you have to negotiate because you cant fight, bring supplies for refugees, take some of them to safety but you have to have room to carry a cultural artifact to carry all of them. Maybe find a rare element from a planet orbiting a pulsar to barter with the commander of the blockade. Do you have a containment system that can handle the radiation or pathogen? Can your ship chart a path through hazards to explore new regions? Does your ship have enough information to translate an alien language and prevent misunderstanding each other? Do you salvage technology from other ships or return them to their people?

 

The ship is a large part of the characters story. It should be diverse and alter what can happen in the story.



#50
goishen

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Ali Hillis screaming AAAAAAAAAGGGGGGGGGHHHHHHHHH!  as she tries to melee something to death.

 

I can hope right?

 

Pray at least?