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{Bioware} Suggestions to improve MP


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#1
TheThirdRace

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I've played almost 200 hours and I must say this game is a blast! It's far from perfect, but I'm sure you want to make it even better for us so here are a couple suggestions to improve the MP experience.
 
Take into account that I like to streamline things, remove what's unncessary and focus more on the fun parts. So these suggestions are mostly toward these goals.
 
[AI]

  • Aggro should be more "logical". These are the conditions (in order or priority) I expect to see from a logical AI:
    • Target must be in line of sight. It's not a good thing to see enemies run past 3 members of the team to attack the guy that just loaded 3 rooms away from us. We're right in front of you, we have the right to be attacked too you know...
    • If you've been dealt damage, target the character that did it. When my Assassin land a couple stabs in a melee enemy, I kind of expect him to turn around and notice me instead of running ahead like nothing happened
    • If you see a character get into stealth, he becomes the priority. The "see get into stealth" is pretty important here
    • If the enemy is Stealth or Range, target range characters first then proceed to melee
    • If the enemy is Melee, target melee characters first then proceed to range
  • The target prioritization process should be done in a more realistic manner. For example, you get near an enemy group and the 5 archers act like they're one of the same, like a "hive" mind. They'll prioritze, turn and shoot the same target exactly at the same time. The perfect synchronisation would shame Olympian gold medalists... I get that it's simpler to calculate priority targets once and apply the result to the whole enemy group, but it's simply excessive in this case. People are complaining Archers deal too much damage, but the problem isn't the damage, it's the way they all fire at you at the same exact millisecond. This removes the control from the player's hands, which in turn leaves a sour taste in their mouth

[Controls]

  • Walking serves no purpose in MP so we should always sprint without the need of a "mindless" button. If you want to keep the "reload cancelling" option, make sprinting the default movement speed and change the "sprint" button into a "walk" button
  • Make the activation distance greater. Sometime I'm literally on top of my downed teammate and I can't revive him, I move over his face and I can... call it a personal bubble if you will, but can we get a greater distance so I don't rub my nose against my teammate everytime I want to revive him... This would also apply to doors, urns and chests
  • Faster crawling when down would be nice. The enemies aren't like in ME3, they move pretty fast to the next target and you can't really kite them the same way. You often die and wipe because we either can't move fast enough or we don't have enough time to revive downed teammates
  • [PC] It's impossible to play without holding down right-click, why not remove the requirement to manually hold it?
  • [PC] The controls on the "death cam" aren't the same as when you're alive. When my character dies, I have a hard time going around in "fade mode" because of this. Can we get the same controls everywhere please, some consistency would be nice
  • [PC] In the skill trees, each skill "branch" should be navigable with the mouse wheel, having to hold left click is clunky at best

[Gameplay]

  • Add Acid, Dispel and Knockdown potions to be used for opening doors. Let's face it, it's perfectly doable to clear a map missing 1 class, the only reason to play a "trinity" group is for treasures. It makes no sense to force someone to play a character he hates just because he'll get no reward otherwise
  • The loot system is a bit lacking. Instead of changing how everything works, give us an option to upgrade the level of our weapons and accessories. Each type of items could have its own upgrading recipe. For example, a "good" unique staff level 4 could be upgraded to level 5 with 4 cloth, 1 leather and 1 metal. Repeat the process for level 6 to 23 and you'll see the DPS grow with each upgrade. The advantage of this method is the new diversity of usable items for end-game without changing drop rates or adding new weapons.
  • Remove the 3 deaths limit. We're stuck between a rock and a hard place with health potions already. On one hand you flood us with them in the store, but on the other hand we don't have time to use them before going down on harder difficulties and we can't revive ourselves with them so what role do they fill? Since health potions are basically useless, removing the 3 death limit would at least soften the blow

[UI]

  • More salvaging opportunity. When you buy a chest in the store or when you see the collected items at the end of a match, you should have an option to salvage each item before they go to your inventory
  • For someone creating a lobby, the option "random" should be selectable. It would allow a chance to play a random map each game without having to constantly change the settings manually
  • For someone searching for a lobby, the option "random" should be replaced by "any" as you're searching for any map
  • For someone searching for a lobby, a new "random" option should allow to search for lobbies specifically set to "random" map
  • In the skill trees, the 2 "branch title" should be fixed at the top like tabs in a browser to allow easy toggle
  • When launching the game, there's a "click to continue" prompt before showing the menu, why? You could argue it's to avoid people to connect to the DA servers if they quit immediately, but they can't do that anyway without going into the menu... The only purpose I see is to force you to sit down and wait in vain while the game launch. I'm not asking for removing the logos or the "movie intro", I'm asking to remove the "click to continue" prompt and skip directly to the menu where we really want to go

These aren't overly complicated to implement, but they reveal small flaws that are chipping away our fun with the game. I hope you check this out and integrate some of these suggestions in the future. Keep up the good work.


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#2
SLooPPy JOE

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+1 to everything except the 3 deaths removal and the door opening potions.

Using crafting materials to upgrade the level/damage on weapons is at the top of my wish list. It's so demoralizing to have RNG bless me with a unique level 10 weapon with a cool passive and throw it aside because it's doing half the damage of some boring common level 20 weapon.

#3
Storm_Changer

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Agreed with most of these, but it should go without saying that bug fixes should take priority.

 

I would add that the targeting system needs to be looked at. At the moment it can get pretty difficult to switch between single targets in battle, let alone focus down on just one as an archer/mage. 

 

Not so sure where I stand on the 3 deaths thing. I personally think it should be you die 3x, you cannot contribute for the rest of the floor. Enemies should not be made more difficult - losing a team mate makes it harder already. When you revive, you gain another three lives until perma-death again. 



#4
TheThirdRace

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I can understand the hesitation for the 3 deaths, but the current mechanic is clunky.

 

Say you die once in Area 1, then twice in Area2, how many time do I get to die before going to fade mode in Area 3, 4 or 5? Sometimes it seems like dying once will get you instantly in fade mode, other times you get 2 revive, other times you get only 1 revive. It's inconsistent.

 

If you want to make it 2 deaths per area, I'm fine with it but stick to 2 deaths per area, not a weird RNG death lotery... I know there's a real formula somewhere but come on! Why is it so complicated?

 

The "other" question remains, what role fills health potions if they don't help you revive and you can't use them in time 90% of the time on Perilous?

 

What is sad about this game is that most of the difficulty comes from clunky controls, AI hive mind and lag. 3 things that have nothing to do with player skills.



#5
Storm_Changer

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I can understand the hesitation for the 3 deaths, but the current mechanic is clunky.

 

Say you die once in Area 1, then twice in Area2, how many time do I get to die before going to fade mode in Area 3, 4 or 5? Sometimes it seems like dying once will get you instantly in fade mode, other times you get 2 revive, other times you get only 1 revive. It's inconsistent.

 

If you want to make it 2 deaths per area, I'm fine with it but stick to 2 deaths per area, not a weird RNG death lotery... I know there's a real formula somewhere but come on! Why is it so complicated?

 

The "other" question remains, what role fills health potions if they don't help you revive and you can't use them in time 90% of the time on Perilous?

 

What is sad about this game is that most of the difficulty comes from clunky controls, AI hive mind and lag. 3 things that should be taken into account before releasing the game.

 

It is clunky and unpredictable, it also doesn't make sense that enemies grow stronger on perma-death. I'm on the fence - on the one hand if you revive a player they only get half their life, and reviving them cannot always be done safely, so it's penalty enough. But on the other hand I worry it could make the game even easier, but I'm not too sure. 

 

The health potions is a valid concern. They're useless on perilous, where the burst damage is so high that you either don't get hit or get knocked down immediately. They also don't even fully heal you, which makes them even more useless on perilous. But it links to a larger problem that most of the potions are useless atm, I'm not even sure why the dev's bothered to add them as they're so rarely used or useful, even on lower difficulties. I honestly have no remedy for it atm. 



#6
OminousGiggle

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I read the ideas, some I like, some I feel would make everything too easy.

  • If you see a character get into stealth, he becomes the priority. The "see get into stealth" is pretty important here

Wouldn't this just royally screw over rogues? As going into stealth removes you from sight. If enemies suddenly prioritized that unit, which they can't see, what are they going to attack? Or if enemies in line of sight all just ran to that area and swung an attack, it'd make combat WAY to easy. You'd just need a couple rogues to yoyo the enemies and everyone else just freely beats on them as they run stupidly back and forth.
 

  • If you've been dealt damage, target the character that did it. When my Assassin land a couple stabs in a melee enemy, I kind of expect him to turn around and notice me instead of running ahead like nothing happened

Warriors naturally generate aggro by existing. While I do agree that it's silly watching them run away as you stab them in the back.
If enemies immediately turned to attack anyone who attacked them, once again, super kiting with a couple of archers/mages. It would also make it extremely difficult for tanks to maintain aggro if he has 3 people beating down on him, little rogue dude comes and hits one of them a couple times, then it turns and shanks the little rogue dude to death.

 

  • If the enemy is Stealth or Range, target range characters first then proceed to melee

As you already mentioned, people complain about archers a lot. Even tanks aren't fond of them.
But if you walked into a room, and all the archers immediately turned on the archers or mages, who just stepped into the room, rather than the tank barreling towards them, people would hate the archers infinitely more.
As for the enemy rogues, I find they already do tend to target rogues first, then mages, then tanks.

 

  • Add Acid, Dispel and Knockdown potions to be used for opening doors. Let's face it, it's perfectly doable to clear a map missing 1 class, the only reason to play a "trinity" group is for treasures. It makes no sense to force someone to play a character he hates just because he'll get no reward otherwise

I've been in many games where we aren't running a trinity group, and no one really seems to care, and if they do, they aren't vocal about it. "Oh no, we didn't get our 30/50/70 gold from this one door. what ever shall we do?" *proceeds to stab the next mob and continue on*
I think that adding the potions would just trivialize the doors as a whole.

 

  • Remove the 3 deaths limit. We're stuck between a rock and a hard place with health potions already. On one hand you flood us with them in the store, but on the other hand we don't have time to use them before going down on harder difficulties and we can't revive ourselves with them so what role do they fill? Since health potions are basically useless, removing the 3 death limit would at least soften the blow

I feel this would trivialize getting downed, and negate people bothering to try to avoid going down.
Sure, if they enter the fade, the enemies get stronger, but I normally run threatening (trying to find a competent group to run perilous more often) and unless people are doing things stupidly, it's not that difficult to get allies up and continue on. If you've got people who aren't capable of pulling their weight, either you need to lift harder, or they should drop down a difficulty.

Also, health potions are far from useless. Sure, they don't revive you. But I've been in many situations where that instant refill of my health has allowed groups to finish a match, or get me out of the Demon Commander's panic so I don't get downed. What role do potions fill? They help prevent you from going down in the first place and burning one of those 3 downs. If the limit was removed, potions would have no purpose because "my team can always get me up"

 

THAT BEING SAID, I said I liked some of the things.
-More options to salvage (store and post-game when you receive items)
-Random option in lobby creation so you don't have to go in and change it every time.

-Upgrading items

-perma-run

-faster crawling would be nice (which is why reaver with the bonus move speed when near low health enemies is fantastic.)



#7
Stinja

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[UI]

I think the "Continue" and "Tabs" are PC quirks though.

 

We really need a "Current character stats" screen.  Show me, taking into account passives etc, my con, my health, my dps, my equipment's stats.

 

[Gameplay]

On revives, 3 is kinda ok, but Healing potions should allow self revival, and your extra crawling speed would both help generally.

 

Another improvement may be to allow each potion slot to be upgraded +3 for a total of 5/5/5/5.  i.e.: get a drop for +1 to a slot, meaning you are now 3/2/2/2, another couple of +1's = 4/2/3/2.

 

Personally i think all buff potions should last an entire Zone (so no duration limit until next door opened), and healing potions should max your health.  ME3MP's consumables were one game (rifle amp, shields IV etc), so currently they seem exceedingly restrictive.

 

[Controls]

Fully customisable controls.  Let me put all 4 skills on the d-pad, and potions individually mapped to x/o/y/t.  Whatever i want.


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#8
Boatzu

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Game also needs better ground targeting. When an enemy gets knocked prone attacks seem to just not connect with the enemy sometimes. My melee attacks seem to just slash over their bodies sometimes even when im right ontop of the enemy. Ranged seem to just not hit enemies on the ground unless im up close or have a height advantage and im shooting down at the body.



#9
Sephlezar

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You guys stop with your constructive suggestions right now! Don't you know that if it makes too much sense it will never exist!!

#10
TheThirdRace

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I read the ideas, some I like, some I feel would make everything too easy.

  • If you see a character get into stealth, he becomes the priority. The "see get into stealth" is pretty important here
Wouldn't this just royally screw over rogues? As going into stealth removes you from sight. If enemies suddenly prioritized that unit, which they can't see, what are they going to attack? Or if enemies in line of sight all just ran to that area and swung an attack, it'd make combat WAY to easy. You'd just need a couple rogues to yoyo the enemies and everyone else just freely beats on them as they run stupidly back and forth.
  • If you've been dealt damage, target the character that did it. When my Assassin land a couple stabs in a melee enemy, I kind of expect him to turn around and notice me instead of running ahead like nothing happened
Warriors naturally generate aggro by existing. While I do agree that it's silly watching them run away as you stab them in the back.
If enemies immediately turned to attack anyone who attacked them, once again, super kiting with a couple of archers/mages. It would also make it extremely difficult for tanks to maintain aggro if he has 3 people beating down on him, little rogue dude comes and hits one of them a couple times, then it turns and shanks the little rogue dude to death.
  • If the enemy is Stealth or Range, target range characters first then proceed to melee
As you already mentioned, people complain about archers a lot. Even tanks aren't fond of them.
But if you walked into a room, and all the archers immediately turned on the archers or mages, who just stepped into the room, rather than the tank barreling towards them, people would hate the archers infinitely more.
As for the enemy rogues, I find they already do tend to target rogues first, then mages, then tanks.


For the Stealth, I mean it like the game already does it for Archers. When you get into stealth in front of Archers, they know where you are and they shoot at you. It's a great frustration, but I think it's also fair because you announced your position. Since the game already does it for Archers, I just find it natural that it should do the same for all enemies, not just Archers. Just like what happens with Stalkers, enemies will lose you after a second if you move enough. I'm pretty sure it's possible to make it work correctly to avoid overblown frustration, the principle is sound.

As for Warrior's aggro, there's a difference between "aggro" and "taunting". If an enemy is taunted, it shouldn't change it's target until the taunt expires no matter what. Aggro is simply a way to say "what's my priority target at the moment". I think aggro should chose a target and stick to it until it's dead or a threshold damage have been dealth by another source. Right now, the threshold damage is way too big, I can literally deal over 3k damage to an enemy and he will still go againt a Warrior that didn't taunt it nor damaged it and is 25 meters away... It's just ridiculous. Of course, if the enemy has 2 targets damaging him in melee range, it should prioritize one target and stick to it as they're both equally threatening.

#11
coldflame

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Hate to be the wet blanket person, but at this moment (after seeing the so called "free MP DLC" from bioware) I don't think they are trying and care anymore.



#12
PurpGuy1

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Get rid of EA.

 

That should fix most of it.



#13
coldflame

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Get rid of EA.

 

That should fix most of it.

Actually I disagree with this. Too many good old devs have left bioware, so leaving ea is not going to fix anything, unless they hire back the old devs. The damage has been done.



#14
ThirstyKIRST

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I have not read through this so this may have been said already..

I think it'd be beneficial to be able to see everyones challenge points in a lobby before you begin a game, and/or how many times a character has been promoted. This could prevent those of us who continuosly promote from being kicked when we go into a lobby with our level ones that are probably more valuable than some of the higher-level characters in the lobby.