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What Do You Want in ME:A Multiplayer? Hopes, Dreams (Perhaps a Volus or Two)


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#126
Jeremiah12LGeek

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^ I'm not positive, but I think a approve! ^



#127
Sidney

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For people who spent 600-2000 hours unlocking their manifests in ME 3, the ability to unlock an item of their choice in a fraction of the time was an improvement. It isn't "hiding" the RNG element, it is removing part of it and giving the player agency when unlocking their manifest.
 
There aren't many things about DAMP that I'll say are better than ME 3, but the way I unlock armour is definitely one of them.


Given, well cloth, I'd say you still are not unlocking an item of "your choice" you are unlocking what the RNG allows you to build and unlock based on the breakdowns which are also wholly arbitrary. I understand what you are saying but the DAMP system manages for me to be a two step process that is even worse.

I'd venture what should happen is that the RNG should two step itself. First it determines what you get as a category then it determines and available items in that category (armor, appearance, weapon) so you don't spend hours playing aft a certain point and do nothing but draw Ammo Type IV as a lame "apology" for not getting something good.

I'm sure there is some balance between allowing progress and hindering progress that create the micropayment that fund MP. My impression from people who do the micro pays is that it is less the obsessive collectors - who view that as cheating-- and more the people who want to jump start their ability to get the good stuff. I'd think a more forgiving system would help the collectors but not hinder the jump starters willingness to buy.
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#128
DarthSliver

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Given, well cloth, I'd say you still are not unlocking an item of "your choice" you are unlocking what the RNG allows you to build and unlock based on the breakdowns which are also wholly arbitrary. I understand what you are saying but the DAMP system manages for me to be a two step process that is even worse.

I'd venture what should happen is that the RNG should two step itself. First it determines what you get as a category then it determines and available items in that category (armor, appearance, weapon) so you don't spend hours playing aft a certain point and do nothing but draw Ammo Type IV as a lame "apology" for not getting something good.

I'm sure there is some balance between allowing progress and hindering progress that create the micropayment that fund MP. My impression from people who do the micro pays is that it is less the obsessive collectors - who view that as cheating-- and more the people who want to jump start their ability to get the good stuff. I'd think a more forgiving system would help the collectors but not hinder the jump starters willingness to buy.

 

Thing I hated about buying packs was it was literally the same pack you get with the credits earned via games. So I truly saw it as a waste of money for doing. I would like a system that gives purchasers to select that would almost guarantee them good items with money packs versus credit packs



#129
Jeremiah12LGeek

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Given, well cloth, I'd say you still are not unlocking an item of "your choice" you are unlocking what the RNG allows you to build and unlock based on the breakdowns which are also wholly arbitrary.

 

Well, no, not really. I'm unlocking random materials, which is no more or less random than unlocking random weapons. With ME 3, I'm waiting until I randomly hit 2.5% (or whatever the drop rate is) for an ultra rare upgrade, and then hoping I hit the double-lottery by upgrading one of the weapons I actually want/use. After 1000 hours, I still had never unlocked a PPR. To be honest up until the split second that I unlocked it, the odds were never in my favour that I was going to unlock it.

 

By contrast, the materials I gain in DA:I come with great regularity. They don't have a 2.5% drop rate, because literally everything can be converted to materials, and I even have limited control over which kind of materials (cloth, leather, metal) but not the specific sub-type (Wool, Red Hart Leather, etc...) I do not need a specific sub-type to unlock armour, though, you are incorrect about that. I can unlock any armour using only the necessary basic types, of which there are 3. Which sub-type I use is irrelevant, and has no effect on the game. Thus, not only can I unlock the armour that I want, I can unlock it using my least valuable materials, conserving whichever ones I want to keep.

 

DAMP Not only lets me choose what armour I unlock, it even lets me choose which of my resources that I'm going to spend to do it. The freedom and speed with which I can acquire armour that I want is vastly superiour to the equivalent ME 3 method of unlocking things.

 

Again, I don't think DAMP is a good model for ME:A multiplayer in general, but when it comes specifically to how armour manifests are unlocked, it's a lot better and friendlier for players than ME 3 was.


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#130
Jeremiah12LGeek

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LESS

 

STUNLOCK


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#131
Mgamerz

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COALESCED

.BIN


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#132
Sidney

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Well, no, not really. I'm unlocking random materials, which is no more or less random than unlocking random weapons. With ME 3, I'm waiting until I randomly hit 2.5% (or whatever the drop rate is) for an ultra rare upgrade, and then hoping I hit the double-lottery by upgrading one of the weapons I actually want/use. After 1000 hours, I still had never unlocked a PPR. To be honest up until the split second that I unlocked it, the odds were never in my favour that I was going to unlock it.
 
By contrast, the materials I gain in DA:I come with great regularity. They don't have a 2.5% drop rate, because literally everything can be converted to materials, and I even have limited control over which kind of materials (cloth, leather, metal) but not the specific sub-type (Wool, Red Hart Leather, etc...) I do not need a specific sub-type to unlock armour, though, you are incorrect about that. I can unlock any armour using only the necessary basic types, of which there are 3. Which sub-type I use is irrelevant, and has no effect on the game. Thus, not only can I unlock the armour that I want, I can unlock it using my least valuable materials, conserving whichever ones I want to keep.
 
DAMP Not only lets me choose what armour I unlock, it even lets me choose which of my resources that I'm going to spend to do it. The freedom and speed with which I can acquire armour that I want is vastly superiour to the equivalent ME 3 method of unlocking things.
 
Again, I don't think DAMP is a good model for ME:A multiplayer in general, but when it comes specifically to how armour manifests are unlocked, it's a lot better and friendlier for players than ME 3 was.


I understand I can see why it feels better to you. For me, oddly I prefer the 2.5% shot but if you play enough the DAI model is likely better because of the accumulative nature. Where DAI really and totally sucks is in the upgrades and weapons section where I hadn't gotten anything useful in over a month until last week when I got a purple belt. The 1-10 path in ME3 meant that a lot of items you looted were still "useful" albeit often the gun you didn't want to use whereas the DAMP allows me to make armor but I've made all the armor I need or want a long, long time ago.

You'd like to be able to direct a bit more. Instead of an arsenal pack how about a Pistol pack? Maybe an engineer pack for characters? I'd also love to see the character upgrades not unlock appearance but maybe armor slots.

All these systems are obviously designed to generate some form of frustration obvious in order to create micropayments so to some extent we are talking about what is basically a feature not a problem from Bioware's point of view.
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#133
Sidney

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Thing I hated about buying packs was it was literally the same pack you get with the credits earned via games. So I truly saw it as a waste of money for doing. I would like a system that gives purchasers to select that would almost guarantee them good items with money packs versus credit packs


Risks creating an almost pay to win model to do that. While I think you can win with any gun in MEMP (well aside from about half the assault rifles) clearly letting payers get access to the N7 weapons would rub plays the wrong way. Can't argue with Bioware if they wanted to do that - you are paying a premium - but the balance in MP is a bigger factor than SP even in coop.

I mentioned in another post an pistol or shotgun pack, maybe also you could favorite a particular weapon or weapons. Doesn't mean you would get that gun but it could manipulate your odds to make it more likely. Again, you want to give some agency without giving total control.

#134
Ahglock

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A solo mode.

I like me3 multiplayer. It's a lot of fun. But the option to solo it as a challenge would be fun.

#135
Vortex13

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I would like to see more variety in the various species that you will be able to play as. The foundation of MEMP is a strong base to build off of, and I think that BioWare needs to branch off from the standard humanoid kits and start bringing in playable Rachni. 

 

From a design standpoint, these non-humanoid aliens would bring unique mechanics to the table that would help further diversify playstyles. Sure, animating and rigging a Rachni Brood warrior would be a more involved job than simply re-using existing skeletons, but think of all the interesting gameplay you could get out of such a kit. After all, there is only so much you can do with a humanoid character class before it starts to blend into the background with all the other humanoid kits.  By the end of the DLC cycle for MEMP we had a really good variety of kits, but several of them did feel redundant, and I personally couldn't think of any new types that could be added that weren't already covered in the roster. 

 

With a unique kit like a Rachni, you not only get the benefit of having a class that is completely different from all others in terms of appearance and animation, but you also can open the door for gameplay mechanics not present in the game previously. How would a Rachni hold a gun? What archetype would it fill? Etc. The beauty of such a design switch is you don't have to conform to the presets that defined all the other humanoid kits. Why not make it a Melee focused kit with some ranged abilities supplementing its claw attacks? Why would it have to be bound to running around on the ground and ducking behind cover when a Rachni could scale sheer surfaces, and scuttle across the walls? Etc.

 

Think of how other games handled such diversions; compare how the Aliens played in Aliens vs Predator to their contemporary counter parts, or how the Chryssalids in XCOM brought their own degree of danger despite not wielding any ranged weapons, and so on. Even if one is not a particular fan of a species like the Rachni, you can't deny how much more gameplay variety a kit like this would inject into the life of the MP game. There are only so many variations one can get on humanoid soldier with a gun before it starts to get stale; spice things up with a kit that has a totally different way to approach combat.   

 

Personally, I would rather have 10 playable kits with completely different strategies and gameplay mechanics, than to have 100 kits with (practically) identical strategies and gameplay mechanics. 


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#136
INVADERONE

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I had posted this on another thread. It's not MY wishlist but a compilation of fan wishlists across the internet, blogs and forums. I couldn't get every single one in though as it would be too long a video but put in the major categories I noticed that kept popping up. Link below if interested. 

 


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#137
Oni Changas

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Custom unlockable armors. Things like Blue Suns, Eclipse, Collector chitin, etc.

More elemental powers. Poison explosions, radioactive bursts.

Salarian Sentinels.

Combine Pull and Lash evolutions, add Slam.

More dynamic hazards. A foggy jungle, floods the slow movement, radiation, freeze hazards.

Boss fight events. Say for some weekend challenges we have to face a powerful krogan or a matriarch, even classics like armatures and yahg.
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#138
Zazzerka

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I have no particular wishes or demands. Lag made DAIMP unplayable for me, but latency issues are an unfortunate side effect of geography.

 

However, I am looking forward to getting into ME:A's multiplayer early, rather than giving everyone else a six-month headstart like I did with ME3MP. I got completely left behind. I want to be throwing around acronyms and abuse with the best of them.



#139
Jeremiah12LGeek

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However, I am looking forward to getting into ME:A's multiplayer early, rather than giving everyone else a six-month headstart like I did with ME3MP. I got completely left behind. I want to be throwing around acronyms and abuse with the best of them.

 

It's never too late to start.

 

Plus, since it's the internet, your e-Peen is basically as big as you claim it is. So who's gonna know?  :devil:


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#140
Vortex13

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Going along the lines of greater character diversity/uniqueness, I think it would be really cool if your choice of species had a greater impact on gameplay.

 

I've recently started playing Boarderlands Pre-Sequal, and I really enjoyed the small touches they did with Claptrap vs the other Vault Hunters. Since Claptrap is a robot, he doesn't need oxygen to breath, like the other characters, so he can more liberally use the O2 thrusters to attack enemies and such. Also, since he is a robot he has armor instead of health, but that does mean that he is more susceptible to corrosive damage than the other characters.

 

Its not anything super drastic, but it does help add immersion to the game (I'm a robot, I don't need to breath), while at the same time adds in some unique gameplay mechanics that help distinguish him from the other characters beyond just appearance. 

 

 

I would love to see stuff like that show up in ME:A MP. 



#141
Zazzerka

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It's never too late to start.

 

*unless everyone else has a Harrier X.

 

I think that's how that platitude goes.



#142
DarthSliver

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Risks creating an almost pay to win model to do that. While I think you can win with any gun in MEMP (well aside from about half the assault rifles) clearly letting payers get access to the N7 weapons would rub plays the wrong way. Can't argue with Bioware if they wanted to do that - you are paying a premium - but the balance in MP is a bigger factor than SP even in coop.

I mentioned in another post an pistol or shotgun pack, maybe also you could favorite a particular weapon or weapons. Doesn't mean you would get that gun but it could manipulate your odds to make it more likely. Again, you want to give some agency without giving total control.

 

Well I mean that buying packs should have a higher rate versus their in game credit pack you know. Just some bonus and incentive type thing to keep someone buying and not feel like its a waste of money. Ultimately thats why i never really brought packs, why spend money on a pack I can get by playing a game and just earn it for free, maybe some blood and sweat with tears and frustrations. 



#143
Jeremiah12LGeek

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*unless everyone else has a Harrier X.

 

I think that's how that platitude goes.

 

No, no no. You have even more armament. Because you get to say, "Whatever scrub. Go topscore with your Harrier X while I real-man  it with my Vindicator II!"

 

Instant folk hero status.


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#144
Sidney

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BTW, while we are talking ARs how about some actually decent ARs? It is embarrassing that in general I would take the Hurricane over almost any AR just in terms of raw functionality let alone tossing in weight. Turian Soliders with the Hurricane are frightening.
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#145
Sidney

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Well I mean that buying packs should have a higher rate versus their in game credit pack you know. Just some bonus and incentive type thing to keep someone buying and not feel like its a waste of money. Ultimately thats why i never really brought packs, why spend money on a pack I can get by playing a game and just earn it for free, maybe some blood and sweat with tears and frustrations.


Ok, that sounds ok from a gaming point of view and also, from the make money side of it, sounds like an interesting incentive to micropay.

#146
Sidney

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One other thing, sounds of the guns, there are some great gun sounds in ME - I really love the sound of the Carnifex for example - but there are guns I just won't use because the sounds they make are so awful I hate them - the Disciple and Sabre for example are great weapons but have terrible sounds I just can't listen to for 10 rounds.

#147
DarthSliver

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I honestly hope they release the ME3MP on PS4/XboxOne. Since I think MEA MP will be an evolved version of that, it would be nice to play again without going back to my PS3 or Xbox360 for people on Xbox lol. 



#148
Oni Changas

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BTW, while we are talking ARs how about some actually decent ARs? It is embarrassing that in general I would take the Hurricane over almost any AR just in terms of raw functionality let alone tossing in weight. Turian Soliders with the Hurricane are frightening.

Bring back ME2 Rev and GPR. Unique properties and very useful for certain situations or protections. Certain guns should have distinct properties.

#149
DarthSliver

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Bring back ME2 Rev and GPR. Unique properties and very useful for certain situations or protections. Certain guns should have distinct properties.

 

I liked the Rev in ME2 but it sucked in ME3  :(    The GPR should be good because don't you have to play on the hardest setting to get it to appear?



#150
Jeremiah12LGeek

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BTW, while we are talking ARs how about some actually decent ARs? It is embarrassing that in general I would take the Hurricane over almost any AR just in terms of raw functionality let alone tossing in weight. Turian Soliders with the Hurricane are frightening.

 

The category is a pretty loose one, with lots of Sniper Rifles really being Assault Rifles and vice versa.

 

There are very effective ARs, that are among the most powerful weapons in the game, but they are Ultra Rares, making them difficult to obtain or level up (The Saber and Harrier come to mind.)

 

A Hurricane with native stability bonuses is recognized as one of the deadlier combinations, and there does seem to be some consensus that the Hurricane was buffed a couple of times too many. The Hurricane is also an Ultra Rare (albeit one that spent the first year of its life as a promotional weapon.) In general, the SMGs are weaker than their AR counterparts, to account for their lighter weight, but the Hurricane and CSMG are definitely exceptions.