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Let's sound off our two biggest concerns to Bioware about Andromeda.


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#51
Dr. Rush

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1) Bioware hasn't made a great roleplaying game in a long time. BIoware makes story-driven games now. Shallow morality and contrived choices reduce Mass Effect games to story-driven games with a dialog wheel. Games like Infamous and Telltale's The Walking Dead might have choices, but they are not roleplaying games. And that is what Mass Effect has become.

 

Stop trying to tell stories with flashy cinematics and actually ask, encourage and DEMAND that your players define the characters they are roleplaying as. So many Bioware fans don't even know the definition of roleplaying, they just want to self-project their identity onto a protagonist and be told a good story. (And they think that is roleplaying!)

 

Its shameful how many people here ask for good stories but don't demand better Roleplaying. Storytelling is NOT the same thing as Roleplaying. Bioware needs to focus more on ROLEPLAYING and less on cinematic story-telling. 

 

You're not making Uncharted or Assassin's Creed or The Walking Dead Bioware, you're making ROLEPLAYING games. You seem to have forgotten that and become distracted with high fidelity cinematics and shallow morality that doesn't facilitate or encourage roleplaying. 


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#52
OhNoWhyHow

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1) Multiplayer having noticeable impact on singleplayer.

2) Tons of autodialog

 

Use DAI as a model for what both of these should look like, people. 



#53
Heathen Oxman

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1. That they're going to do the "gather your forces" thing again.  Seriously, enough with that.

 

2. More empty fetch quests.



#54
Pasquale1234

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1) I'd like more role-playing in my role-playing games. A few things that can help with that:
-- Non-combat skills.
-- No hacking / decryption mini-games. If someone in the party has the required skill, they should be able to do it without my (the player's) intervention.
-- No long intervals of cutscenes stacked on cutscenes like in ME3. Not only does it take control away from the player for long periods of time, watching the same cutscenes over and over and over again becomes horrendously tedious on replays. It's a classic case of Bioware telling their story instead of allowing me, the player, to create the story.
-- Actual numeric stats for weapons in-game. I'd also like to know exactly what an upgrade will get me before I spend resources on it.
-- No scenarios that are purely player skill (or luck) based, but instead allow players to use whatever combination of strategy and skill they desire. Dropping the maw hammers on Tuchanka and painting the reaper on Rannoch come to mind...

2) Lose the male gaze, or add elements of female gaze
-- All squadmates should wear fully protective gear in hazardous situations.
-- If you're going to have strippers in-game, there should be male strippers, too.
-- If you feel the need to include any squadmates dressed like Miranda, please make that an alternative outfit rather than the default.
-- How about ED - a well-endowed, anatomically correct, perfectly sculptured male AI platform?
-- Please don't make the female walk / run animations like the Hawke / Inquisitor strut - or allow us to choose an alternative if you do implement them. I just can't play a character whose apparent primary motive is to attract a breeding partner.
-- As for sex scenes, I prefer the trilogy's aesthetic or fade-to-black over the full-on nudity in DAI.

In case any developers are listening: Thanks for listening. I look forward to seeing the results of your efforts.
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#55
UKStory135

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I'm scared of the RNG store.  I don't want to spend 600 hours playing the game and getting cryo ammo instead of a UR shotgun.


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#56
K2LU533

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1. Don't handle side-quests the way that DA:I did. They were made uninteresting through various factors; the decision to remove cinematic camera angles for 90% of side-quests was a massive failure and only helped add to the feeling that these missions were rushed or unimportant. The Witcher 3 did a great job of managing side-quests, learn from that.

2. Don't have us upgrade our ships/bases to various different conclusions only to then make them decisions pointless or just for aesthetic purposes. DA:I also run afoul of this; much of the keep upgrading and resource capturing should have been used in a viable way, such as sieges against your castle etc. The Suicide Mission in ME:2 did this brilliantly, with consequences for not upgrading certain things. Make choices have actual ramifications; if I upgrade something, have it do something, rather than just look pretty. 


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#57
dreamgazer

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2. Don't have us upgrade our ships/bases to various different conclusions only to then make them decisions pointless or just for aesthetic purposes. DA:I also run afoul of this; much of the keep upgrading and resource capturing should have been used in a viable way, such as sieges against your castle etc. The Suicide Mission in ME:2 did this brilliantly, with consequences for not upgrading certain things. Make choices have actual ramifications; if I upgrade something, have it do something, rather than just look pretty.


Not really. The mission plays out the exact same way no matter your upgrades or who you choose for the numerous duties. Only difference is who lives and dies, and even that's based off poor, unobservant delegation of duties (and contrived loyalty gateway missions).
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#58
Akrabra

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1. Making the game a grind:

 

What i really loved about Mass Effect 2 and 3 is that they are really focused. The side-quests feel very much right to do in tandem with the main-quest. Mass Effect 3 is almost perfect at this. Introducing smaller, but hard combat missions that actually has something to do with what you are trying to achieve. I don't want exploration to be ruined by the grind/fetch feeling. Make it interesting and let it have an impact on the PC/Squadmates and us the players. 

 

2. Power/War Asset system :

 

Not interested in anything like this ever again. The power system in DA:I is ok, but it blocks me from doing a playthrough the way i want it. Usually i do completionist playthroughs, so i have an abundance of power, but if i just want to play the MQ i should be able to. Granted it doesn't require much power, but it still does. 

 

The War Asset system in ME3 was an insult. Tacked on, didn't change much, rendered some of our previous choices into numbers and made it a reason to not show it on screen. If i recruited the Rachni to fight for me, i wanted to see the Queen go berserk on a Reaper, not just have the number on a screen. Thought i don't see the war assests happening in Andromeda because of the setting. 


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#59
JamieCOTC

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I agree, but these are different situations. Geralt's almost blue-collar profession makes "go kill/fetch X and get paid" a lot easier to work with. If, say, the Inquisitor were doing those things, we'd have people complaining that it's all beneath their stature and importance. For all intents and purposes, Geralt is supernatural pest control.

ME2 shouldn't be held up as a bastion of side quests, either. I remember escorting a broken mech, beating varren away from one random quarian, hunting color-coded mercs, and stumbling around the skeleton of an entirely insignificant ship while human colonies were vanishing. I prefer the integrated side-quests of ME3 that convince those playing that they aren't actually side-quests.

While I agree on the integration of side quests, ME3's N7 missions were just hoard mode in SP. Aria's quest was good, even though it was a glorified fetch quest. It still had a little meat to it. The ME2 squadmate quests are where the side quests really shine. As for DAI, I liked what they did w/ Crestwood. Everything seemed to tie together and the region had a specific story to it. The other regions seemed to have widely varying levels of cohesion. Not everything has to be connected, but had each region had a meaty story of some form, I think it would have been better received.
 


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#60
Rhidor

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1. Still no character conversation cutscenes, instead we see the zoom out camera again

 

2. Epic buildup to a final confrontation like in Inquisition, only to heavily disappoint with a streched out boss fight and no resources (soldiers etc.) actually used in battle


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#61
Serza

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Our? OUR?!

 

Since when are you eligible to speak for me.


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#62
Darth_Atreyu

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1. Sidequests will be like DA:I or, even worse, ME1. Look to TW3, Bioware, look to TW3.

 

2. There will be mandatory MP content to truly enjoy the SP (e.g. you'll have to play MP to unlock weapons or story content). 

 

1. Do not look to the "TW3" rather look forward, take risks. For the folks at Bioware looking to the Witcher would be for them looking at things they've already done better in the past, so I wish that they instead look forward, take risks make new things.

 

2. Unlocking weapons through multiplayer is not an issue, but gated story cues are. You should be rewarded for playing both singleplayer and multiplayer, not punished for doing one over the other.



#63
Darth_Atreyu

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1. My largest concern is simple. Don't bite more than you can chew, or over-promise and under-deliver. For example, Casey Hudson was quoted saying that ME3 would not have an A, B or C ending, that it was the end of the series so they could leave the saga on a fairly definite note for individual gamers, and even if the ending isn't happy, it'll make sense. What we got was Red, blue or green and an ending so full of plot-holes that they had to add on a free extension to it (for which I'm grateful,) but that still does not address what was actually hyped up pre-release. 

 

So to keep it simple, don't reach out and say something will be in the game that isn't in it, or at least address it and say that the content had to be removed due to time constraints, allocation of resources, or even as simple as the system can't handle the vision created.

 

That, I think, was a big part of why a lot of content that was shown off by Bioware for Inquisition never made it into the game, the siege of Crestwood being on my mind, because the game was released on older consoles, the 360, and it couldn't handle all the content that the Xbox One or a high-end PC can. And this in turn led to several beautiful areas I could explore, and not much motivation to beyond my own curiosity and an OCD to be a completionist. 

 

So, if you show it off, I want it in the game. 

 

2. My next biggest concern is the quality of writing itself. Because Bioware has decided to set this game in the Mass Effect universe, even if it's in another galaxy, it still has to follow the rules set by the lore and three games of Mass Effect. 

 

So the trip to Andromeda has to be addressed. Why did the humans, and whatever races come with us decide to leave. (There's a Krogan for a very brief moment in the trailer.) How did they get there? It's established that standard FTL drives aren't enough to get regular ships from one end of the galaxy to another. Such a trip would take decades, maybe even centuries to complete, and that's why there's a huge reliance on the relays. So if our protagonist is landing in Andromeda, they'd either need to construct a massive relay, find a wormhole, or probably be the descendants of several deserters who chose to flee the Milky Way and the war with the Reapers and seek out a new place to settle, and have been pulling a Quarian act and living on the ship until they arrived, generation after generation.

 

The last bit would explain why it would be centuries later, that's how long the trip would take with standard FTL technology and still have the barriers, carnifax and the Mako. 

 

Essentially, I'm concerned if they'll be able to tell a great story that somehow or other does not conflict with the established lore.

 

I don't remember Bioware showing the crestwood part to the public. Link or something?

That's the thing, we all sit and play armchair professional developers and writers and demand them being open and letting us be involved in the game development process, yet we scorn them when not everything can make it into the game. They are in a bit of an impossible position.
 


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#64
azarhal

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I don't remember Bioware showing the crestwood part to the public. Link or something?

 

This is what people are talking about



#65
Kriztofer

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1. Lack of import/Mass Effect 'keep' - people keep suggesting 'Oh, just copy what the Witcher does'. You shouldn't, especially not in this regard. How The Witcher 3 handles choices from previous games is awful.

 

2. Expansive planets!...with little of interest to find, that are mostly just pallet swaps, like Mass Effect 1.



#66
PHOEN1XK1NG

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My #1 concern:

 

 

 

e8fda25b3ce62684bf418d1f248cde70cbcbaaba

 

 

 

It's the only thing that really would make sense...


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#67
AlanC9

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1) Bioware hasn't made a great roleplaying game in a long time. BIoware makes story-driven games now. Shallow morality and contrived choices reduce Mass Effect games to story-driven games with a dialog wheel. Games like Infamous and Telltale's The Walking Dead might have choices, but they are not roleplaying games. And that is what Mass Effect has become.


What's the difference?

#68
Fetunche

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Please no busy work and don't turn ME into another boring shooter.

#69
Heimdall

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1. DAI struggled with the balance between exploration and the main story.  The result was an overly short main story.  My hope is that MEA will lean towards a longer main story with exploration content that doesn't fall into the trap ME's uncharted worlds did, which were mostly rather boring.

 

2. I hope the story is smaller in scope.  Less saving the galaxy, less making the main character a space messiah, more grounded.


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#70
AlanC9

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ME2 shouldn't be held up as a bastion of side quests, either. I remember escorting a broken mech, beating varren away from one random quarian, hunting color-coded mercs, and stumbling around the skeleton of an entirely insignificant ship while human colonies were vanishing. I prefer the integrated side-quests of ME3 that convince those playing that they aren't actually side-quests.


I can deal with random as long as my PC has an actual reason to be where he finds the random thing. ME2 worked for me because upgrades required mining, and if you stumbled across something Shepard might as well deal with it.

#71
SpunkyMonkey

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1) Don't try and make space-Skyrim. Skyrim is soulless ****** anyway and nothing more than a shadow to Morrowind's excellence. Concentrate on the game's story, feel, vibe, emotion provoking moments and playability; not how big the world is or how "wow" X feature is.

 

2) Recognize DA:I as a failure and the wrong direction in which to take the series, and then bare that in mind when you look at how ME has de-volved since ME1. ME1 should serve as the base template for ME:A, much like DA:O, not DA:2, should have served as the base template for DA:I



#72
DarthSliver

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1. Do not make too many small sidequest like DAI, those were the worst part of DAI and they were needed to be done so you could level up and be able to do the main story missions. So I would like you guys to go back to the way your previous games were, story-driven and any exploring doesn't feel like you are twindling your thumb doing it just to reach a level requirement to continue the main quest. 

 

2. If this is a trilogy, make the story flow completely throughout the other games. Don't give us another random Starkid like in ME3. 



#73
tevix

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1) Bioware hasn't made a great roleplaying game in a long time. BIoware makes story-driven games now. Shallow morality and contrived choices reduce Mass Effect games to story-driven games with a dialog wheel. Games like Infamous and Telltale's The Walking Dead might have choices, but they are not roleplaying games. And that is what Mass Effect has become.

 

Stop trying to tell stories with flashy cinematics and actually ask, encourage and DEMAND that your players define the characters they are roleplaying as. So many Bioware fans don't even know the definition of roleplaying, they just want to self-project their identity onto a protagonist and be told a good story. (And they think that is roleplaying!)

 

Its shameful how many people here ask for good stories but don't demand better Roleplaying. Storytelling is NOT the same thing as Roleplaying. Bioware needs to focus more on ROLEPLAYING and less on cinematic story-telling. 

 

You're not making Uncharted or Assassin's Creed or The Walking Dead Bioware, you're making ROLEPLAYING games. You seem to have forgotten that and become distracted with high fidelity cinematics and shallow morality that doesn't facilitate or encourage roleplaying. 

I'm not sure I understand this, in fact I'm sure I don't.  Role playing is about (IMO) one of two things.  Playing the role of a defined character, with defined personality traits (given to you by the game or made up by you), or playing yourself in the role of something.  Playing the role of shepard, for example, as yourself, by making the choices YOU would make doesn't make it not role-playing.  You are playing the role of someone or something you aren't.  And don't try to argue that makes COD an RPG because you play a soldier that you really aren't.



#74
canarius

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I just want it to be a Mass Effect game and not Inquisition in space. Lots of story and cinematics.


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#75
Linkenski

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Not really. The mission plays out the exact same way no matter your upgrades or who you choose for the numerous duties. Only difference is who lives and dies, and even that's based off poor, unobservant delegation of duties (and contrived loyalty gateway missions).


But the variations when someone lived or died, the many different ways the assigned roles could intersect felt rewarding enough, and that music. You can't deny it. It was awesome in all the right ways. Dum, dum, dum. Dum, dum, dum, da-dum dum, dum...!

Hell yesss! Give us a final mission like that again, unless you have an even better idea Bioware.