Less bullet spongy enemies. I get how it was a problem in the first Mass Effect. That was what was described in how the guns worked. But in ME2 and 3 the guns lost the infinite ammo to supposedly be more powerful. The enemies have ended up as too resistant to guns. I might as well take a gun with modern size bullets, a vacuum chemical caseless propellant, and wrap the barrel in Ezo to increase the muzzle velocity the same way it allows other mass effect weapons to accelerate electromagnetic accelerated projectiles with less energy. It was described in ME1 that ammo mods were required because the projectile was so small. Make the ammo more effective over all and make special ammo a modification rather than a power. Something like the guns from Judge Dredd. Do not protract combat to make up for AI or environment design.
Mass Effect 4: Gameplay/Combat Design
#101
Posté 15 octobre 2014 - 10:05
- nallepuh86 aime ceci
#102
Posté 16 octobre 2014 - 07:17
Less magic feel to tech abilities. Use clouds of nanites, mess with the electronics in enemies guns, modify shields, Deployable combat robots, and the ability to manipulate machinery and technology in the environment. Add a new form of strange matter for biotics to work with. Mess with the other laws of the universe. Expand the types of weapons to work with(lasers, gravitation beams, particle/antiparticle accelerators, ghost particle projectors, specialized payloads, and other things) so combat is not just a game of wackamole with guns.
- Heimdall aime ceci
#103
Posté 18 octobre 2014 - 05:50
I would revamp a lot of the mechanics. The gameplay should be smarter, by that I mean it's troubling that no matter what Shepards class, personality, technical aptitude, charm, paragon/renegade spectrum, etc. he pretty much approaches all situations in the same manner: run straight up the middle and kill everyone in sight. Story wise Shepard can be a wide range of things but as soon as the dialogue trees and the cutscenes stop the only real difference between any 2 Shepards is that one might shoot more fireballs and the other might have stronger bullets.
Instead of focusing around linear set pieces the missions should instead be build around giving multiple ways to accomplishing an objective. Maybe, Shepard can bribe or intimidate his way past guards, maybe he can sneak into a place from another entrance, maybe an engineer can hack the security system, or if Shepard is just a meathead have him run straight in. Give players freedom to accomplish an objective. Also, maybe make the levels less cover-y. Make the cover a little more naturally looking and have less of it.
Revamp biotics. Biotics are supposed to be these wonderful things according to the lore, yet in gameplay they mostly come off as differently colored tech abilities, with severe limitations. ME1 is probably the best model to base biotics off of, strong and impressive. Biotic main characters should be able to flip gravity on a few mooks, making them completely helpless. To balance this maybe tie all biotics to a universal, longer cooldown (lore wise biotics do tax the user), the main character won't be able to spam the abilities but when they can use one it will do awesome things. Also, no more flying purple balls, have the ME1 aesthetics.
Tech abilities should probably also be revamped. The main strength of these abilities wouldn't be in shooting the elements at enemies but manipulating the environment, cutting power, hacking security and computer programs, manipulating electronics, etc. Combat wise instead of conjuring fire and ice from their omni-tools (how is that even possible?) give them back the ME1 tech mines or something similar. Perhaps instead of a universal cooldown tech combat powers are limited by the number of tech mines the player has.
Guns. Ditch the thermal clips and bring back the old heat sinks. The weapons should have their ME3 variety (although maybe tone down some of the more extravagant weapons) and still be moddable (although barrel extensions should be rail extensions). The heavy weapons should make a comeback to add some variety (maybe rename them Exotic weapons?). These would contain the grenade/rocket launchers, lasers, flamethrowers, and of course the M-920 Cain. Ammo powers should be ditched and replaced with ammo being another weapon mod, like in the multiplayer.
Classes should be fundamentally different from each other than, rather than having 1 or 2 class abilities to separate them. As I got into earlier the tech classes will have more control over the various game environments, biotics will have unique abilities. The combat oriented classes will have the ME2 access to more weapon classes as well as greater competency over them. The combat, tech, abilities should be independent of each other as far as cool downs are concerned and mechanically be much different from each other. Combat abilities like Concussive Shot and Carnage would instead be based of the guns (perhaps those abilities generate large amounts of heat or are different firing modes for the weapons). I would also for the most part ditch the class abilities, for the most part. Singularity and setting up turrets would be limited to the Adept and Engineer, for example.
Finally, I think the leveling system should be ditched. Customization could be given other ways. For example, maybe biotics can calibrate their implants in between missions to favor certain powers or mechanics (magnitude of effect vs duration).
- BaaBaaBlacksheep aime ceci
#104
Posté 23 octobre 2014 - 01:51
No doubt the biggest hurdle when moving MEU over to the Frostbite Engine coming from Unreal 3, is getting all the mechanics to kick as much ass as they did in Mass Effect 3. Obviously, they can naturally reuse many animations, but I think they need to remake the mechancis from scratch. Chances are ME4 could have a worse combat flow than 3, but I'm sure Bioware is working hard in nailing the feel here.
I think if they use the same classes, they should remove or change Nova from the Vanguard class. You could literally drop guns and just Charge -> Nova -> Charge all the time in ME3. One thing is that it makes the game really loud and ear-rapey, but even worse, it makes it really repetitive and tedious.
I'm hoping we can also holster and crouch again in the NextME, as well as jump, since it's more focused on Exploration just like DA:I.
#105
Posté 23 octobre 2014 - 06:35
My wishlist
- Create Factions like Alliance Special Forces, Justicars, Shadow Broker Special Activities Division/Black Ops, Mercenary Gangs and more.
- My example of Alliance Special Forces Unit should be like http://youtu.be/kFVG65kt61c
- Intro to climbing, levitating with biotics, ability to mount various vehicles aside from the Mako and heavy mounted weapons.
- Revamp heavy weapons to do extensive damage and equip and holster like ME2 and give imagination of weapons
#106
Posté 24 octobre 2014 - 12:09
Gears of War set a new standard for Third Person Shooters in this gen. Until there's a new game that tops that formula ME4 is probably gonna take what 3 did right and make it better if possible.
#107
Posté 24 octobre 2014 - 01:11
I really think that the gameplay in ME3 is nearly perfect, don't change anything.
They can improve the CQC in ME4, something more brutal with different executions, maybe they can add a class based on melee using the Omni Blade in different ways and a shield (some kind of nano shield), would be really fun.
Just don't change what's working, and the gameplay is just awesome, keep it and improve it.
#108
Posté 06 novembre 2014 - 04:56
I just had an idea.
Maybe make it so that soldiers can customize their weapons, but to an even greater degree. Have them switching out barrels instead of switching out barrel mods. Have them swapping out thermal sinks for thermal overload (like ME1). Have them swapping out trigger mechanisms that instead of firing once fire automatically?
Hmm.
#109
Posté 06 novembre 2014 - 05:45
I just had an idea.
Maybe make it so that soldiers can customize their weapons, but to an even greater degree. Have them switching out barrels instead of switching out barrel mods. Have them swapping out thermal sinks for thermal overload (like ME1). Have them swapping out trigger mechanisms that instead of firing once fire automatically?
Hmm.
I wouldn't mind if they made that an option through mods, or an ingame setting you can select. Bioware has already made a bunch of weapons in ME3 that use Overheat similar to ME1. I guess they could throw the same tech on all the guns if people really wanted that option; to choose what they feel is more comfortable to use, or for lore reasons.
#110
Posté 06 novembre 2014 - 09:43
I would adore more RPG elements.
-Equipable gear for me and my party, with stats that matter. - Nothing beats that feeling of finding better gear to replace your old stuff..
-The return of weapon skill trees
-The return of skill trees like First Aid and Electronics
-I want level ups to actually matter. In ME1, theres a clear difference between how powerful Shepard was at the end of the game, than at the start of the game. The rest of the series felt the same no matter what level I was. It made the level up system feel like something that was tacked on. When I level up, I want to actually feel like my character is becoming stronger and is a better Biotic/Marksman/Engineer/whatever.
Honestly, if they had all of this and ME3's shooting, I'd be one happy man.
#111
Posté 07 novembre 2014 - 01:54
Wow, then you had a completely different experience than I did with ME2&3. 2&3 were downright easy when you leveled up your character, at least I thought so.
#112
Posté 08 novembre 2014 - 07:22
Both games felt really easy no matter what level I was, that was my problem with them. There was no feeling of my character getting 'stronger'.
#113
Posté 08 novembre 2014 - 08:20
Both games felt really easy no matter what level I was, that was my problem with them. There was no feeling of my character getting 'stronger'.
ME1 is easy at low levels too. It's just more tedious. You have to constantly wait for your weapon to cool down, your powers take ages to recharge and are almost the same as at high levels in terms of effectiveness. I'm speaking of Soldier, Engineer and Infiltrator on Insanity, haven't played biotics
#114
Posté 08 novembre 2014 - 08:51
I tend to play as an Adept, so maybe that's why, but even than there was a noticeable difference between level 1 and 60.
#115
Posté 11 novembre 2014 - 06:15
I would like to see that what class you chose to play as can also be shown physically like maybe if you were an engineer you have the option to show physical traits like augmentation such as cybernetics showing while if you play as an adept, you can give off a slight aurora of a glow to show and not only would it show your class but also maybe show that you are a paragon or renegade. the way this could be done is shown through combat like when you are a renegade your biotic powers could resemble that by being more chaotic with less self control similar to infamous.
#116
Posté 14 novembre 2014 - 01:52
I want more people yelling “enemies everywhere!” during combat.
More importantly – in response to the support for both a ME1 combat system and a ME3 system – I think that each class should have one powerful ‘ultra’ ability with a cooldown that’s separated from the other powers. After playing hours of ME3MP I've come to really enjoy its combat, and I think reverting back to the old combat to a big extent would be a mistake.
Also space combat (with boarding, maybe?) would be awesome.
- Oni Changas aime ceci
#117
Posté 15 novembre 2014 - 10:46
I just had an idea.
Maybe make it so that soldiers can customize their weapons, but to an even greater degree. Have them switching out barrels instead of switching out barrel mods. Have them swapping out thermal sinks for thermal overload (like ME1). Have them swapping out trigger mechanisms that instead of firing once fire automatically?
Hmm.
Makes sense that a Soldier's thing is to get more damage out of his/her weapons and a lot of ways to do it have been suggested.
Better passives for weapon damage, powers like Adrenalin Rush and Marksman with autoreload are in the game already. I like your idea but I think from a devs pov it wouldn't be worth the effort for only one class.
Why not let Soldiers just put 3 mods on the weapon and give them a skilltree that ups damage of ammo consumables?
#118
Posté 15 novembre 2014 - 03:54
I want to be able to use a sharpened helicopter blade as a weapon.
Also, on a less serious note. I didn't think ME3's combat was a improvement in every way over ME2. I actually prefer the latter combat because I feel the balance between powers and weapons is better. Take the Vanguard for example... in the second game shooting guys in the face was a pretty important deal, but in the last game you spent way more time charging and nova'ing. I could set 3 biotic explosions in a row for example, I had to hold back to make the game more enjoyable.
- AdmiralBoneToPic et Vazgen aiment ceci
#119
Posté 15 novembre 2014 - 06:10
I want to be able to use a sharpened helicopter blade as a weapon.
Also, on a less serious note. I didn't think ME3's combat was a improvement in every way over ME2. I actually prefer the latter combat because I feel the balance between powers and weapons is better. Take the Vanguard for example... in the second game shooting guys in the face was a pretty important deal, but in the last game you spent way more time charging and nova'ing. I could set 3 biotic explosions in a row for example, I had to hold back to make the game more enjoyable.
The combat is better in ME3. The challenge of ME2 is gone though, mostly due to the removal of protection layers IMO
#120
Posté 15 novembre 2014 - 07:11
I want to be able to use a sharpened helicopter blade as a weapon.
Also, on a less serious note. I didn't think ME3's combat was a improvement in every way over ME2. I actually prefer the latter combat because I feel the balance between powers and weapons is better. Take the Vanguard for example... in the second game shooting guys in the face was a pretty important deal, but in the last game you spent way more time charging and nova'ing. I could set 3 biotic explosions in a row for example, I had to hold back to make the game more enjoyable.
I liked the slower more tactical feel/approach of ME2's combat & how much more competant your squadmates were also.
- SNascimento aime ceci
#121
Posté 15 novembre 2014 - 08:52
The combat is better in ME3. The challenge of ME2 is gone though, mostly due to the removal of protection layers IMO
How could I forget to mention them? The protection system in ME2 was much better... in ME3 you can see they tried to make enemy more reactive to powers but it doesn't quite work. For example, in Insanity a Cerberus Trooper will always dodge a pull, but he can't do the same if it's a squadmate using it. So powers became much more powerful overall.
#122
Posté 15 novembre 2014 - 09:02
How could I forget to mention them? The protection system in ME2 was much better... in ME3 you can see they tried to make enemy more reactive to powers but it doesn't quite work. For example, in Insanity a Cerberus Trooper will always dodge a pull, but he can't do the same if it's a squadmate using it. So powers became much more powerful overall.
It did have some weird moments (armored varren) but was ultimately more fun. I remember seeing the first Husk in ME3 and checking my difficulty to make sure I was on Insanity ![]()
The whole biotic projectile idea is just dumb IMO. It contradicts all the lore behind biotics. Lore-wise every biotic power should be work on both armored and unarmored targets. I don't mention shields and barriers because there can technically be an explanation (protective mass effect fields make it harder to affect shielded targets). They made it that way for tech powers to stand out as defense-stripping. Instead they should've made tech powers about hacking, sabotage and debuffing and biotics - to rip targets to shreds with your mind. Put some long cooldowns there to balance it and you'll get better diversity between classes.
#124
Posté 16 novembre 2014 - 12:12
I just want to be able to do this in the next Mass Effect:
Live. Die. Reload ![]()
#125
Posté 16 novembre 2014 - 04:54
1. Less reliance on the cover mechanic.
I very much dislike the need to litter the environment with waist-high walls. Stuff like that just takes me out of game. "OK, guess I'm about to be ambushed. What a lousy ambush."
So anything that does away with forcing me to extensively use cover is good.
---
2. Force biotics (like lift and throw) should be useful on all difficulty levels... without being overpowered.
This is tied to things like shields and armor. Force biotics were a joke in ME2, which was unfortunate. It was much faster to just gun down unprotected enemies. ME3 did a fairly nice job with making biotics useful, though perhaps there were too many unprotected enemies.
Of course, this is my personal bias. I LOVE ragdolling enemies with biotics... best feeling in the game. I can shoot guys in the face in many other games. Can't spin them around a micro-singularity though.





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