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Which gear aquisition system do you like most and want in a future ME?


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#1
StealthGamer92

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I personally liked ME1's stores and licenses system. ME2 just gave you everything and ME3 wasn't much better. I would like it back to the ME1 style but without as much "useless variety."

 

For example while in a hub you have various manufacturer representitive that will give your requisitions officer permision to sell there wares. In addition for doing promotional work(1-3 short missions with only that manufacturers gear for a 10%>20%>30% discount) you get discounts. Each will specialize in 1 or 2 main types of equipment that would cost more and perform excelently and do a few extra types that will perform average or below average. Kassa Fabrication for example would make high quality armor but also the relatively weak Locust SMG. Whreas Aramali Council would not make weapons, being for the betterment of life and against violence, but make above average Omni-Tools and Bio-Amps and a decent armor set.

 

Also please stop makeing armor have little effects and make it just help with damage resistance shield performance and maybe energy reserves that compliment biotics and tech in some form and maybe gives a  boost to weapon damege(extra power ran through the rail for higher velocity projectiles maybe?) for soldiers .

 

One last thing. I would prefer the equipment be one buy equals one item. So if you get lets say a Carnifex then you have only the one you bought or found and must buy another if you wan to give it to more than one character. I would not like the weapon sophistication levels to work like ME3's upgrade terminal but to instead to have to keep buying higher level equipment. I seem to remember an early ME3 video that had enemies weapos laying on the ground able to be picked up. If they could incle that they could let you collect fallen enemies guns and salvage the armor for credits or parts(if there is an upgrade/crafting system).


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#2
Malanek

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ME1 gave us far too much crap. Converting stuff to omni gel was just tedious. The weapons didn't really feel unique either which was a big negative. I also find the idea of picking up 50 weapons and carrying them around extremely un-immersive.

 

The key thing is for them to create a large number of balanced weapons that feel different, how they distribute these to the player is not really the most important aspect although my personal preference is to not make crafting very complicated.

 

If the game plays in a similar manner to ME3 then they already have a good variety of weapons whose basic function can just be copied across and refined or balanced where needed. I would like to see weapons have a variable number of modification slots available, it's another way to balance weapons. And come up with more mods.



#3
StealthGamer92

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ME1 gave us far too much crap. Converting stuff to omni gel was just tedious. The weapons didn't really feel unique either which was a big negative. I also find the idea of picking up 50 weapons and carrying them around extremely un-immersive.

 

The key thing is for them to create a large number of balanced weapons that feel different, how they distribute these to the player is not really the most important aspect although my personal preference is to not make crafting very complicated.

 

If the game plays in a similar manner to ME3 then they already have a good variety of weapons whose basic function can just be copied across and refined or balanced where needed. I would like to see weapons have a variable number of modification slots available, it's another way to balance weapons. And come up with more mods.

I said in the OP that ME1 had too much useless guns and it would have to be toned way back. This isnt about the guns but about how we get them. I thought ME2-3 was stupid to find all the guns just laying aroun then pick it up and instantly have 3. I agree the guns are better in ME3 but how we are just given them was bull to me.

 

I meant when we see a gun we can go to it and pick it up. It wouldn't be imediately equipable, because we can only sellect equipment before we deploy. When we kill someone we can go to hi body press a botton and get credits and/or components if there is crafting.  I never said there would be crafting or I want it, I'm just keeping an open mind..



#4
Malanek

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I said in the OP that ME1 had too much useless guns and it would have to be toned way back. This isnt about the guns but about how we get them. I thought ME2-3 was stupid to find all the guns just laying aroun then pick it up and instantly have 3. I agree the guns are better in ME3 but how we are just given them was bull to me.

To me you need to design the guns, mods etc before deciding how to distribute them, and the distribution isn't too important to me but I don't want it unnecessarily complicated or tedious. I am fine with the concept of having to build or buy or find additional copies of the weapon before using it. 


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#5
StealthGamer92

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To me you need to design the guns, mods etc before deciding how to distribute them, and the distribution isn't too important to me but I don't want it unnecessarily complicated or tedious. I am fine with the concept of having to build or buy or find additional copies of the weapon before using it. 

Agreed. I tried to make my method realistic but not too tedius. I am however aware my idea of tedious and others may differ.



#6
Mcfly616

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I liked ME1's the best, despite how cluttered it was. ME2's was lacking like so many other parts of that game. And in ME3 they just placed the crap at your feet so that it was impossible to miss. I actually like exploring/earning my gear.

 

 

 

 

Either way, the next game should have a totally new concept for this aspect of the game because the last few outings have been pretty weak.


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#7
goishen

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I think that ME3 did the best as far as weapons went.  Have little workbenches set up, etc.  Now, if they could simply do that for armor.  In fact, you can have skins that don't change the armor at all.  Have like a red and white, blue and white, camo, etc.  You'd have to go back to ME1 and see. 

 

But then again, I'd hate to be running along out of the line of fire from someone, see something on the ground and stop to pick it getting 3/4 of the way killed just to see that it was an armor skin.  "WTF ...   BLAM!"   And I'm dead, great.  And all I got was this lousy armor skin.

 

I dunno, they just might wanna space them out, like as get to sergeant you get a camo skin.  Lieutenant, blue and white, etc.  It's either that or put them in stores.  I almost never bought the Blood Dragon armor, cerberus armor, or the collector armor.  Always thought they looked cool...    But couldn't stand wearing the helmet all the time (except in conversations).

 

EDIT :  Oh, and to the OP, they already have that in ME3.  Either you weren't looking or they didn't really explain it for you.   But it was there.   Certain items increased your biotic power, certain items increased your headshot damage, certain items increased your shields, certain items increased your shield delay, etc.



#8
ImaginaryMatter

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I would say a mix of the systems. To unlock the various weapons, mods, armor, omni-tool, and biotic implants you have to purchase the license or schematics (or something like that). However, like the later games once you have something unlocked, it's available to be mass produced to your group for use. As an aside, I think there might be an interesting world building opportunity to explore: how does the MEverse deal with stuff like 3D printing and the issues related to it? As that seems closely related to the micro fabricators (or whatever they are called) available starting with ME2.

 

Some stuff will be available at the onset, some can be purchased from the company, some unique stuff is unlocked for meeting special requirements in missions (like thanks for helping us engage in corporate espionage, here's our plans for a just about to be released implant!), etc.

 

I think another feature would be to maybe add some special materials for the higher grade items (the ME2 minerals, maybe). Like maybe the biotic implants require a certain amount of Element Zero. This stuff wouldn't be available through planet scanning (because that's a boring feature) but through purchasing and maybe ensuring a few shipments go missing during missions.

 

Just a few ideas. I think a lot of it depends on the story though. Like if the character is with the military (which I hope isn't the case) why would they have to acquire their own weapons? Maybe, in that case you have to fill in some requisition orders that are tied to plot advancement or something like that.


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#9
SNascimento

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ME1 is a great example of how this should NOT be handled. Inventory and gear was a mess in that game.



#10
StealthGamer92

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EDIT :  Oh, and to the OP, they already have that in ME3.  Either you weren't looking or they didn't really explain it for you.   But it was there.   Certain items increased your biotic power, certain items increased your headshot damage, certain items increased your shields, certain items increased your shield delay, etc.

 

Have what? If you mean the armor piece abillities then that is what I want gone. I would prefer the armor protecting you and the chestpieces have an energy reserve the is assigned a function based on class or character preference. If you mean the stores it was a slap in the face to me(even if it was only because I got to excited when i heard the VI say "welcome to Elkoss Combine").



#11
StealthGamer92

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ME1 is a great example of how this should NOT be handled. Inventory and gear was a mess in that game.

Please read the whole post before commenting. I did not say an exact copy but rather an evolution of the ME1 system.



#12
ZipZap2000

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Good mix of ME1 loot system and ME3 purchase options. 



#13
Revan Reborn

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The progression system of ME1 was fun and interesting. I liked the idea of my armor and weapons actually getting better overtime and improving them. The way it was executed, however, was poor and led to a tedious grind. ME2's gear progression was more or less nonexistent and ME3's was slightly more sophisticated, but rather bare.

 

I did not like the fact that armor was virtually worthless in ME2 and ME3. The variety in armor sets was lacking and overall the appearances were ugly, in my opinion. I also didn't like the fact you were forced to wear a helmet just to get a health boost. I think BioWare needs to go back to the drawing board with ME1's approach in mind.

 

One thing I believe would help is if we actually have a legitimate crafting system, similar to DAI. Allow us to build, deconstruct, modify, and improve gear. I'm not a big fan of going between vendors and having to spend credits to get gear. That should be an option for those who'd rather not craft for gear, but I'd prefer just have the resources or improve what I have.

 

Give us more customization in terms of appearance and how we can modify patterns and colors. Make armor more relevant and less cosmetic so it's actually worth considering. Have a lot more variety in terms of armor and weapons. There are so many things BioWare can do as this has always been one of the weakest points of Mass Effect. Progression can only get better.



#14
cap and gown

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I don't want looting, period. I don't want anything that ME1 offered. NOT ONE THING! ME3 had a fairly good system, but I do not like the idea of diverting attention away from the mission for the sake of looking around for stuff.

 

What I would like to see is a "crafting" system where you are awarded research points after every mission which you can allocate to the many different variables that go into a weapon's characteristics such as RoF, muzzle climb, damage per shot, clip size, spare ammo, accuracy, etc. This could also be applied to armor.



#15
Vazgen

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I want to mention something about looting. It always has the same "bacpack problem". Where do you store all your weapons, armor pieces and mods you picked up during the mission? ME3 got the right idea - to scan the item to be able to build it later. They just had to keep the item in the game.
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#16
SNascimento

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Please read the whole post before commenting. I did not say an exact copy but rather an evolution of the ME1 system.

It was just a into the wind comment.



#17
wiyazzie

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I want to mention something about looting. It always has the same "bacpack problem". Where do you store all your weapons, armor pieces and mods you picked up during the mission? ME3 got the right idea - to scan the item to be able to build it later. They just had to keep the item in the game.

hopefully they add some type of backpack because it too thought it was kinda weird that i can hold around 300 items in my pocket in ME1

 

150px-SEVBackpack.jpg

i also hope they add more variety in the armor system for classes because when ever i played as a biotic, i always felt that their weren't as many armors that looked like they were meant for biotics because when i first played it i was hoping for something almost like the old swtors armored jedi robes 



#18
Revan Reborn

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The idea of adding a backpack sounds even worse, but would also probably look funny. Mass Effect is not a real life simulator, nor are most RPGs. With some systems, they are just going to be game-driven in nature. Lets be honest, not everything in real life is fun, which is why this is a game. Loot is a great mechanism as a means of selling, deconstructing, crafting, upgrading, and much, much more. These are all things Mass Effect lacks, as accumulating credits are a pain, obtaining weapons are scarce in missions as they are primarily only through vendors, and the work bench is an absolute joke. I don't necessarily want ME1's approach to accumulating gear, but it's certainly better than no loot at all, which barely makes ME an RPG and is essentially CoD with BioWare story. Much like space exploration, this is an area where BioWare can improve a lot. Based on what they already said about customizing the N7 gear so far, it sounds like gear will be much more robust and actually have a purpose.



#19
ImaginaryMatter

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About backpacks and such. I don't think games have to be literally correct and are allowed some abstractions, because it's a video game after all. But I do think the developers should at least give a perfunctory nod to where the characters are putting all this stuff (for example, "the Mako has a trunk and we put the stuff in there"). The Last of Us has a backpack that Joel is constantly pulling stuff out of and it works fine, even though all the weapons and materials could not possibly fit in there.

 

As game visuals and animations increasingly improve and become 'realer' the less abstract your mechanics have to be to avoid that uncanny valley. Back when characters were more pixel-y hammerspace worked a lot better. But as graphics improve so does our brains' need for more realism.



#20
JeffZero

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It's not something I've ever thought about. ME3's, I guess. I'd enjoy seeing ultra-rare high-quality weapons and armor pieces tied in with specific quests though.


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#21
KrrKs

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My 2 cents:

Gear acquisition (this goes for Armour/Armour sets as well as for weapons) always has a sense of getting more powerful and achievement of some sort.

So from that pov it should be somewhat steady, over the whole game.

On the other hand I don't want a situation like in ME3, where I'd have to wait until the very end of the game before unlocking the last weapon or amour parts I wanted to use the whole game.

 

So I'd say a system were you unlock stuff in the beginning faster would be good. This could be 'loot' from missions or periodic store upgrades (I'd prefer the later), until a level of roundabout 'rare' tier* stuff is available around midgame. Whether this progression is random or fixed, I don't really care.

After that, the 'ultra rare' items could maybe only be picked up by achieving certain special unlock conditions -like ImaginaryMatter suggested.

 

Ideally though, every piece collected also has some drawbacks (when used), so you have most of the stuff you want to use past midgame.

 

*using a system similar to ME3MP.


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#22
Revan Reborn

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About backpacks and such. I don't think games have to be literally correct and are allowed some abstractions, because it's a video game after all. But I do think the developers should at least give a perfunctory nod to where the characters are putting all this stuff (for example, "the Mako has a trunk and we put the stuff in there"). The Last of Us has a backpack that Joel is constantly pulling stuff out of and it works fine, even though all the weapons and materials could not possibly fit in there.

 

As game visuals and animations increasingly improve and become 'realer' the less abstract your mechanics have to be to avoid that uncanny valley. Back when characters were more pixel-y hammerspace worked a lot better. But as graphics improve so does our brains' need for more realism.

Using the Mako as a means of carrying items. Scanning weapons and armor so you have a blue print/schematic to use later. There are certainly alternatives BioWare can go with that would suggest that more "real" experience. For me, personally, I'll take whatever is more fun over what is more real. If I want something that's real, I'll go outside. I play games to have fun and to enjoy them. I don't mind simulators, but Mass Effect is not one and will never be given BioWare's theme park roots. Try to make things too real and the game starts becoming a chore more so than a game.



#23
StealthGamer92

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I just do not want things layed at my feet and given to me for free.

 

My 2 cents:

Gear acquisition (this goes for Armour/Armour sets as well as for weapons) always has a sense of getting more powerful and achievement of some sort.

So from that pov it should be somewhat steady, over the whole game.

On the other hand I don't want a situation like in ME3, where I'd have to wait until the very end of the game before unlocking the last weapon or amour parts I wanted to use the whole game.

 

So I'd say a system were you unlock stuff in the beginning faster would be good. This could be 'loot' from missions or periodic store upgrades (I'd prefer the later), until a level of roundabout 'rare' tier* stuff is available around midgame. Whether this progression is random or fixed, I don't really care.

After that, the 'ultra rare' items could maybe only be picked up by achieving certain special unlock conditions -like ImaginaryMatter suggested.

 

Ideally though, every piece collected also has some drawbacks (when used), so you have most of the stuff you want to use past midgame.

 

*using a system similar to ME3MP.

I think a system with stores or a requisition officer would be best. I do not want a 100% realistic experience but try not to make me go "yay" sarcasticly when I see a gun conveniently placed in front of me. I don't see the problem with haveing to buy or make my equipment with resources(minerals, credits whatevver). But there is a huge problem with a big room haveing one body in it and that dead guy conveniently haveing a gun I don't have. Eventhough I saw at least 12 or more enemies with it before, this is somehow the first one I could take for myself.



#24
Oni Changas

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Combine 1& 2, with a touch of 3. So you buy and find weapons by obtaining licenses or memberships then you can upgrade and craft weapons and gear. So like you'd find a Carnifex, upgrade it into the Paladin, etc.

#25
goishen

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The progression system of ME1 was fun and interesting. I liked the idea of my armor and weapons actually getting better overtime and improving them. The way it was executed, however, was poor and led to a tedious grind. ME2's gear progression was more or less nonexistent and ME3's was slightly more sophisticated, but rather bare.

 

I did not like the fact that armor was virtually worthless in ME2 and ME3. The variety in armor sets was lacking and overall the appearances were ugly, in my opinion. I also didn't like the fact you were forced to wear a helmet just to get a health boost. I think BioWare needs to go back to the drawing board with ME1's approach in mind.

 

One thing I believe would help is if we actually have a legitimate crafting system, similar to DAI. Allow us to build, deconstruct, modify, and improve gear. I'm not a big fan of going between vendors and having to spend credits to get gear. That should be an option for those who'd rather not craft for gear, but I'd prefer just have the resources or improve what I have.

 

Give us more customization in terms of appearance and how we can modify patterns and colors. Make armor more relevant and less cosmetic so it's actually worth considering. Have a lot more variety in terms of armor and weapons. There are so many things BioWare can do as this has always been one of the weakest points of Mass Effect. Progression can only get better.

 

 

I don't want looting, period. I don't want anything that ME1 offered. NOT ONE THING! ME3 had a fairly good system, but I do not like the idea of diverting attention away from the mission for the sake of looking around for stuff.

 

What I would like to see is a "crafting" system where you are awarded research points after every mission which you can allocate to the many different variables that go into a weapon's characteristics such as RoF, muzzle climb, damage per shot, clip size, spare ammo, accuracy, etc. This could also be applied to armor.

 

Then the game is nothing but a glorified CoD clone.   "Hey, I don't have to interact with anybody!  I don't have to look for anything!"