I'm not sure what to say. You seem to get something completely different from my posts than I say. Is my English that bad?
Your exact words were "BioWare games do have be you + two squad mates killing hordes of enemies". I gave you the example of Dragon Age Origins where you could go solo through the entire game if you wished so. You then proceeded to tell me it's a different franchise completely deviating from your original statement. Notice that I never mentioned anything about Orzammar, it's your supposition (wrong one). I referred to the option of not taking squadmates right from the start.
The statement may sound ridiculous to you, but for me "DLCs are not parts of the main game thus they can't be considered when discussing what influences the developers for the next game" is ridiculous. There is a party with your allies in the end of Dragon Age Inquisition. If you believe they came up with it independently of Citadel DLC's success, be my guest.
I never said anything will "miraculously appear" in Mass Effect Next, just because it was in a DLC, what I said was that "there is a possibility that Bioware will implement stealth based on them trying it twice previously". I'm pretty sure some of the Edmonton staff is already helping out with ME:Next and some may join up later. Though I can't claim anything about it since I don't know anything about the inner structure of Bioware. Oh, and about "this is not Mass Effect 4" they have also said that it will be "familiar".
During the development different teams work together. Concept art comes a little earlier than implementation of depicted features in the game. Artists work together with level and character designers. The first group tries to draw something that can be created in the engine, the second group tries to implement it in the game as close to the art as possible. It does not happen vice versa. We've only been shown concept art and Mako riding in a completely empty environment which with a stretch can be considered a draft. So no, I don't think they have already completed the level design.
None of what I suggested requires rewrite of the combat system. Same goes with AI mechanics. And for the 100th time, no, I don't look for a predator system like in Batman, Skyrim, Thief, Dishonored, Styx:Master of Shadows, Splinter Cell, Assassin's Creed or any other stealth game you can come up with (Skyrim is not actually a stealth game and its stealth leaves a lot to be desired but we'll not focus on that).
Silent takedowns are your idea, I never said I want them in (though they can be implemented similarly to grab instakills in ME3, but we'll leave it out).
Let me give you an example of a system I'm talking about.
Imagine infiltrating a base, like Virmire to get some data. There is an option to go through the nearby tunnel or to fight your way through the front entrance. First route takes longer and can result in enemies managing to upload the data elsewhere and destroy the servers. However, there are hostages in the base and because you didn't raise the alarm, they live. Second route is shorter, enemies don't manage to upload the data in time. But the hostages are killed when the alarm is raised. If you're discovered the hostages die and the data is almost uploaded, but you do get some traces. Isn't this what Bioware excels in?
Examples of each of the additions I was talking about.
Silencer - self explanatory, killing lone targets silently. I'd give it a headshot bonus and overall damage penalty (I think Counter Strike uses similar system)
Alternate pathways - can be discovered (reward for exploration), opened up if you've bought/crafted/found the appropriate upgrades (say, an advanced hacking module that allows you to hack more secure terminals), created (lifting a crate with biotics, ability present in ME1 and can be fully utilized with Frostbite). They should help to flank enemies, take higher ground, completely bypass them in some cases (obviously missing out XP). All it requires is clever level design. Some examples are already present in ME trilogy. For example, Zaeed's LM. Make us choose the pathway ourselves, not show a cutscene how we choose it. Or, another example, the beginning of Admiral Koris mission. You can circle around the first group of geth and surround them, without them noticing you. Another example from Admiral Koris mission - left jamming tower. You can fight the geth head-on and face machine-gun fire, or you can circle around and get from behind the turret.
Distractions - imagine hacking a crane to lift its weight. Guards notice it and investigate (does not require new AI coding, already present in Citadel DLC, just use dead body discovery algorithm). Once they move, you can attack them (when they are grouped), get past them (their patrol routes reset after a certain time).
All of these can even be scripted events, not entirely under our control.
"completely avoid or remove every enemy without being detected". Not every enemy (it'll be a plus, but won't happen) but stealth sequences like in other TPS games I listed (except Ghost Recon, if you want).
"The experience you want has no precedent nor foundation in any of the games." This is just plain wrong, the experience I want is already present in Citadel DLC and Save Admiral Koris mission, though to a limited amount. I'm merely suggesting expanding on it.
I appreciate the sentiment of you trying to shield me from unnecessary disappointment, but I'll pass. This is a thread for suggestions, not about speculations on what will be in ME:Next. You started telling people that their suggestions are unreasonable and we should not expect them to be in the game. The same thing was said for your topic in Feedback & Suggestions and you retorted with "if you do not like my ideas, simply do not post and move to another topic. It's really that simple". An advice I've followed and suggest you to do the same.





Retour en haut







