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


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#101
Khrystyn

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Romance concerns:

 

I don't want to lose my current love interest because of some inadvertent dialog choice with another potential L.I. Switching to a new L.I. should be a clear player's choice in the dialog options. In ME-1, I liked it when my MaleShep had to choose between between Liara and Ashley, and FemShep had to choose between Liara and Kaiden.

 

That 'fork in the road' partner decision could be incorporated in a comabt situation, like having to choose which one of your two love interests will survive a combat situation or suicide mission. Think of the remorse and guilt over that type of personal decision. Or choose between your love interest and your neice/nephew?  Or between your L.I. and your mother? (That's a Freudian decision).



#102
PhroXenGold

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Probably my biggest concern is that choices and decisions will remain as little more than cosmetic options. I want my choices to actually affect the course of the game. Not just getting a few different dialogues, maybe a battle changed if I'm lucky, but completely different content dependant on the choices I make - at the very least putting in things like In Hushed Whispers vs Champions of the Just in DA:I, where for a portion of the story you get a completely different quest in a different location against different enemies based on the decision you make, but ideally they'll go further and impement a proper branching story. When I (inevitably) play the game for a second time, with a very differnt character, I want it to feel like a different game.



#103
Avilan II

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 Romance Control Idea….

 

There needs to be a pre-game customization screen option that will allow Romance Options to be turned  On or Off,

 

If Romance is turned ON (enabled), then the romance customization screen must allow the player to select the particular squadmate(s) that they only want to form a romance with.All other squadmates would have neutral dialog alternatives to skip their default romance lines.

 

Definitely disagree on all accounts. I don't mind fewer romance options if they are written really good, but people who get offended, or by accident end up in a romance in a game (be it DA:O or ME or whatever) really confuses me. 99% of the time the "Here Be Romance! Beware!"* flag is so obvious it's cringe worthy.

 

*Should be read in the voice of either captain Barbosa or the Pirate Captain from Sponge Bob. Accept no substitutes!


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#104
Dr. Rush

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Not that I agree with you at all that The Walking Dead isn't a role-playing game, but what's your personal cut-off line for when BioWare stopped making "RPGs"? Seems like it varies from person to person.

It happened after ME1 and DAO. ME2 and DA2 were radical departures from their predecessors, where Bioware started prioritizing cinematic storytelling over roleplaying. Its when they started designing their games for Metacritic reviews scores instead of for gamers and roleplayers. 



#105
Saul Iscariot

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My biggest two concerns is they'll get someone else to play Kevin Sorbo's part. Probably him out of Guardians of the Galaxy. And Lexa Doig will be playing the part of the N7 agent in the trailer we saw.


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#106
saladinbob

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Inquisition was a big game with lots of exploration but was unfortunately filled with fetch quests. This must be learned from because there is no point in making Andromeda massive with emphasis on exploration if that exploration is "bring me 10 space-bear pelts". The exploration should be part and parcel of the story telling.  In the Witcher 3, the latest AAA title to have open world exploration, exploration often is a means to discovering new quests. This is something the Andromeda team could learn from. You could also reveal elements of the back story through exploration. Again, using The Wticher 3 as an example, the best gear isn't available from vendors but only through exploration. This rewards the player for undertaking those side trips. I don't want a linear game but at the same time I don't want exploration to be in for its own sake. It has to have a purpose to it that rewards the player for their time. Inquisition never achieved that.

 

At the same time, I don't want to feel like the Mako is a prison. It should be a mount that you use to traverse large distances but give the player a reason to get out of the vehicle and explore on foot as well and I don't mean scripted events like in the ME2 DLC or as in Skyrim's/Inquisition's "oh look, a cave", make better use of terrain. The jet pack jump seen in the latest trailer would make for some interesting game play.

 

The other thing I want them to learn lessons from is both Mass Effect's and Inuqisition's way of handling romance. In ME1 you could end up in a romance you didn't want if you chose the wrong dialogue choices. In ME3, ME2's romances where completely dropped and in Inquisition it's nothing more than a tumble in the hay. Give us romance that arcs throughout the game/s going forward, one that's built in to the story rather than is there for its own sake.

 

Finally, learn from the Mass Effect series to-date. We need a strong and interesting antagonist. In my opinion it was a mistake to kill off Saren in the first game (although I understand at the time you probably didn't know there'd be two sequels) and 'The Illusive Man' was a cheap knock off of the X-File's 'The Smoking Man' lacking in any originality at all. The antagonist should be the nemesis of the protagonist, someone whose his/her equal, not someone hiding in the shadows or some faceless robot spaceship.

 

Oh and don't **** the ending up this time ;)


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#107
animedreamer

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Face Codes better be in the game thats one huge concern.


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#108
(Disgusted noise.)

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Too much "exploration" which sacrifices main plot missions and character content. I do not play Bioware games to roam around aimlessly for hours.


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#109
Fade9wayz

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1. Don't make it an open-world. However you look at it, it ruins the screenwriting. It's like stereoscopic 3D in theaters, a gimmick that brings nothing storywise.

 

2. Don't make it too easy. I'm not asking for Dark Soul difficulty, mind you, but ME3SP was way too easy even on insanity. Oh, and I'd like big a** bosses to fight, but up close, not far away like the tresher maw in Grunts' loyalty mission.



#110
Khrystyn

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Please note: I only have game experience with ME-1 so far, and have just started ME-2, so I am not completely familiar with ME2/3 information. There's no need to criticize a newbie, and I'll learn the rest of the trilogy's details on my own.

 

In regards to improving the romance storylines:  If Andromeda turns into a trilogy, allow the romantic couple to continue strenghening their relationship in the 2nd installment. The personal conversations for MaleShep/Ashley in Huerta Hospital, at Sara's memorial for her deceased husband, and at the Citadel's Apollo's Cafe balcony were really good romance story progressions, and these should have occured in ME-2. I just ask that such an oversight will not be repeated if there's an Andromeda II.

 

To echo others, allow the player to fully customize and choose their protagonist's and each squadmate's full range of combat/tech/biotic talents. Every NPC should carry grenades that can be directed on command, and in both offensive and defensive modes.

 

Let the player decide if leveling up a biotic's pistol (for instance) can unlock any other 1 weapon of their choice (Maybe this already occurs in ME2/3; I just haven't completely learned this yet). There were times when I wanted Laira and Tali to have skill in the sniper rifle talent.

 

I'd like to have every NPC customized to have the first-aid and/or decryption talents in lieu of one or two other talents that the player selects in the customization options.

 

Let the protagonist tell us in their Andromeda conversations that they already have some deep historical knowledge about their technological history. Shepard, as a commander, would have already known that FTL was due to prothean techology; he/she didn't need Nihlus to tell them that.


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#111
saladinbob

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In regards to improving the romance storylines:  If Andromeda turns into a trilogy, allow the next romantic couple to continue strenghening their relationship in the 2nd installment. I hated it when my MaleShep's Ashley was absent in ME-2. The private conversations they had in Huerta Hospital, at Sara's memorial for her deceased husband, and at the Citadel's Apollo's Cafe balcony were really good romance story progressions that should have occured in ME-2. I have no doubt the ME-3 Dev team heard this complaint after ME-2 feedback - I just ask that such an oversight not be repeated in Andromeda.

 

Same goes for ME2 relationships in ME3. Continuity is the key here.



#112
Sidney

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Not that I agree with you at all that The Walking Dead isn't a role-playing game, but what's your personal cut-off line for when BioWare stopped making "RPGs"? Seems like it varies from person to person.


Well and TWD or Wolf Among Us is a lot more role playing to me than TES games for example which have scads more in common mechanistically and gameplay with Borderlands (except Bordrlands combat doesn't suck). I actually feel like I own Bigby Wolf while I honestly can't tell you anything about my TES characters at all now and even at the time other than their skills I couldn't have even when I was playing. Most of the time I forget what race they are.

#113
Saul Iscariot

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I have never played WAU, but The Walking Dead offered a few scant choices then drove you in a direction it wanted to. Had it offered me the chance to off everyone of the supporting cast I'd have been happy. They all did my fruit in. 


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#114
Dupa

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1. Don't make it a 2015-16 World Problems simulator. It's a sci-fi video game, an escape from our current reality. Treat it as such.

2. Decisions that aren't so black & white and cause impact in the current game, not carried over to be just some random dialogue or a codex entry in the next game.

2.5 Limit or remove RNG



#115
windsea

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1. running away from dealing with ME3, I'll be fine if we still get information on what happen, Its not as good as actually seeing what happen but at least it wouldn't a big middle finger to the fans

 

2. Gating, don't have "power" requirements and the like. If they screw the side content then i'll want to be able to just skip it altogether.



#116
Fetunche

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Make character deaths meaningful not just there for shock value.
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#117
TruthSerum

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Inquisition was a big game with lots of exploration but was unfortunately filled with fetch quests. This must be learned from because there is no point in making Andromeda massive with emphasis on exploration if that exploration is "bring me 10 space-bear pelts". The exploration should be part and parcel of the story telling.  In the Witcher 3, the latest AAA title to have open world exploration, exploration often is a means to discovering new quests. This is something the Andromeda team could learn from. You could also reveal elements of the back story through exploration. Again, using The Wticher 3 as an example, the best gear isn't available from vendors but only through exploration. This rewards the player for undertaking those side trips. I don't want a linear game but at the same time I don't want exploration to be in for its own sake. It has to have a purpose to it that rewards the player for their time. Inquisition never achieved that.

 

At the same time, I don't want to feel like the Mako is a prison. It should be a mount that you use to traverse large distances but give the player a reason to get out of the vehicle and explore on foot as well and I don't mean scripted events like in the ME2 DLC or as in Skyrim's/Inquisition's "oh look, a cave", make better use of terrain. The jet pack jump seen in the latest trailer would make for some interesting game play.

 

The other thing I want them to learn lessons from is both Mass Effect's and Inuqisition's way of handling romance. In ME1 you could end up in a romance you didn't want if you chose the wrong dialogue choices. In ME3, ME2's romances where completely dropped and in Inquisition it's nothing more than a tumble in the hay. Give us romance that arcs throughout the game/s going forward, one that's built in to the story rather than is there for its own sake.

 

Finally, learn from the Mass Effect series to-date. We need a strong and interesting antagonist. In my opinion it was a mistake to kill off Saren in the first game (although I understand at the time you probably didn't know there'd be two sequels) and 'The Illusive Man' was a cheap knock off of the X-File's 'The Smoking Man' lacking in any originality at all. The antagonist should be the nemesis of the protagonist, someone whose his/her equal, not someone hiding in the shadows or some faceless robot spaceship.

 

Oh and don't **** the ending up this time ;)

 

 

"Two"



#118
TruthSerum

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1.) Hair options.. DO NOT SKIMP ON THE HAIR OPTIONS. Miranda had long hair, Fem Commander should be able to have Long hair.

 

2.) No More Class Restrictions: Do away with that age old idea that someone who learned how to control their biotics can't learn how to use tactical cloak, or use Marksman. We should be totally able to customize our skill set from the ground up. Find some other way to balance this idea, maybe add cooldowns with various timers for each skill. This includes fighting styles, (N7 Shadow and or Slayer should totally be recreatable on my protagonist)

 

i HATE games that try to be edgy and reinvent the wheel by not having classes. It totally defeats the purpose of playing a role when you have a character that can do everything all the time. 



#119
Derrame

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no fetch quests like DA:I and no absurd, ridiculous, senseless ending like ME3



#120
Artemis_Entrari

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This thread is for us to express what we hope Bioware will avoid in the upcoming Mass Effect: Andromeda. Bioware pride themselves on their communication with their fanbase and listening to their feedback, so while ME:A is still deep into development, let's sound off.

 

The only thing I ask is to name only two of your concerns to them. No more. Let's make this easier for them to read, and process as much feedback as possible.

 

 

Here are my two biggest concerns:

 

 

1. Please do not repeat how the Dragon Age: Inquisition team handled the balance between side content and story. I don't know how the budget was distributed or how these decisions were made, but while we absolutely love exploration and side content, we need plenty of story to push us forward and keep us interested. I do not want 10 hours worth of main story, and 100 hours worth of running around completing small tasks and collectibles.

 

I agree with your #1.  I enjoy exploration, but not at the cost of a strong, deep, (and long) main story.  Also, if they're going to do "open world", then make the open world interesting.  Don't just give us 100 short fetch quests and call it "open world".  Make those quests more detailed and more involved.

 

My second one (and I think I'll be in the minority with this one), don't try and out-do Shepard.  What I mean by that is, don't feel the need to make the new protagonist better than Shepard, more powerful than Shepard, etc.  BioWare tended to try and do that with Hawke surpassing the Warden, and then the Inquisitor surpassing Hawke, in terms of power/influence in the world.  They can still craft a great story without having the new PC be more powerful/famous than Shepard.



#121
CannotCompute

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1) Annoyingly long load times (don't want to stare at static screens for 1-2 minutes every time I change areas). Disappointing amount of cinematic conversations. And I will literally cry if there's no combat music, I need to hear music in every battle.

2) If the game is pretty much DA:I in space. Not enough focus on story, too many uninteresting side quests, not enough stimuli making you want to go explore, etc.

#122
animedreamer

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i HATE games that try to be edgy and reinvent the wheel by not having classes. It totally defeats the purpose of playing a role when you have a character that can do everything all the time. 

Then you must hate a lot of games, because of the majority of the best games around DONT PIGEON HOLD you into anyone role unless you choose to do so to yourself. Dark Souls, The Elder Scrolls, Shadow Run, Star Wars, ect ect. The idea of Classes does not fit in a modern day setting anyway or futuristic one as such is the case with ME, when you walk outside there is no stat sheet with someone's skills and occupation floating over their head, no clothes of identification to mark someone as a Mage or a Warrior. You also seem to have a very limited understand of what "Role Playing" means. If your idea of "Role Playing" is "I picked Soldier this playthrough oh boy, guns and shoot shoot shoot." I've got news for you, you do that with any class 50% to 70% of time in a Mass Effect game. Also we call that Roll Playing, cause you're not putting anymore into the customization of your character to be anymore unique of different than a generalized grunt than picking out of 6 slightly different play styles that by way only differentiated by 1 or 2 unique class skill per class.

 

In truth the class system doesn't even make sense in Mass Effect, it belongs in medieval settings where things like dungeon crawling, and magic make more sense, as well as to why limited knowledge and skills would be divided up into class arch types, where things like Religion, and Social Structure have a heavy influence on the settings. In a futuristic setting, knowledge and training aren't as restricted for the privileged, also ideas like religion doesn't confer special powers, and no one is born automatically with Supernatural abilities, at least none that aren't explained as some kind of evolutionary by product for an entire race (The Asari being naturally biotic to a degree), and even then none of whom are forced into any kind of one class structure. 

 

Like I've said in other Mass Effect threads, the game itself contradicts the idea of classes several times throughout the entire series. 

 

ME1, your squadmates are a mish-mash of several types of classes usually showing a bar of how much they lean toward a particular type of combat (Wrex being 50/50 biotic and combat, Garrus being 50/50 Tech and Combat, Tali being 100% Tech), though funny enough ME1 was the closest to allowing a no class system in some ways, in that you could choose to learn additional skills outside what would be later the defining class basis. 

 

ME2, Shepard gets several upgrades that allows them to break the constraints of what was previous established as class limits. Such as Heavy weapons, 1 Additional new weapon type to learn to use. Learning powers from Squadmates that weren't originally part of Shepards class such as Soldier Shepard learning to Use Slam, a biotic power, or Adept Shepard learning to use Geth Shields or AP Ammo. Heck in this game they even did away with the whole light armor, medium armor, and heavy armor.

 

ME3, allows you to use any Weapon you wanted by inventing a weight system that regulated how quickly your powers recharged based on how much weight you were carrying. A system that inherently shows how silly a class system really is in a futuristic setting since now class no long restricted weapon access. Also again Shepard displays the ability to learn multiple abilities outside of his classes specialization do to Squadmates and a computer in the Normandy's sick bay. The Multiplayer character kits had several kits that showed there is nothing stopping Adepts, or Infiltrators from blending Combat or Engineering tech into their primary functions.

 

A person isn't a class, they are a amalgam of the skills and experience they have chosen to learn throughout their lifetime. There is nothing inherently weaker about a Adept than there is a Soldier, and there is nothing keeping said Adept from getting the same cybernetic implants as a Soldier and picking up a Assault Rifle and learning how to use it.

 

Customizations is the way of the future, it's what we use in real life, it's what we should be using in the game. Role Playing comes from the choices you make and choose to live with, not from some class with a pre determined skill set for you.



#123
Giubba

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Great advice.
 
I can't really think of an RPG in the last 5 years that had better side quests. Not all of them are great, but a large percentage of them are filled with characters, stories, and a few twists as interesting as those in the main quests.


Stop for **** sake just stop.
 

While the side quest related to the main story (the baron family quest,the skellige succession, the dijkstra plot,the plague ridden island) are really really good the remaning 80% is made of mind bogging repetetive plot,reused situation and enemy.

 

There are literaly 6 quest that involve a wraith and the story that support them is literaly interchangable, a young woman is brutaly murdered and became a wraith,use witcher sense (how many quest don't involve the use of witcher sense?!) to find something related to the girl, burn it and kill the wraith end of the story.

 

Witcher 3 is until now the best game of this year with merit but let's not pretend that it doesn't have shortcomings.

 

But aside that my concerns are 2:

 

  1. Not being able to control my companion just like in ME1,2,3 .
  2. the return of barren rock world for giving the mako a reason to exist

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#124
animedreamer

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Stop for **** sake just stop.
 

While the side quest related to the main story (the baron family quest,the skellige succession, the dijkstra plot,the plague ridden island) are really really good the remaning 80% is made of mind bogging repetetive plot,reused situation and enemy.

 

There are literaly 6 quest that involve a wraith and the story that support them is literaly interchangable, a young woman is brutaly murdered and became a wraith,use witcher sense (how many quest don't involve the use of witcher sense?!) to find something related to the girl, burn it and kill the wraith end of the story.

 

Witcher 3 is until now the best game of this year with merit but let's not pretend that it doesn't have shortcomings.

 

I think the point is, is that Geralt is a Witcher, he hunts monsters, and kills them. The number of Wraiths isn't the issue here, thats simply what becomes of a person in his world when they die in a horrible way. So it makes sense that he kills 100 Wraiths, 1000 Drowners and so on. Does the exterminator care that he has to kill roaches and rats again, or that its his job and he needs to get paid?



#125
DarthSliver

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Romance concerns:

 

I don't want to lose my current love interest because of some inadvertent dialog choice with another potential L.I. Switching to a new L.I. should be a clear player's choice in the dialog options. In ME-1, I liked it when my MaleShep had to choose between between Liara and Ashley, and FemShep had to choose between Liara and Kaiden.

 

That 'fork in the road' partner decision could be incorporated in a comabt situation, like having to choose which one of your two love interests will survive a combat situation or suicide mission. Think of the remorse and guilt over that type of personal decision. Or choose between your love interest and your neice/nephew?  Or between your L.I. and your mother? (That's a Freudian decision).

I know I played a femshep in ME1 and I killed Kaidan just to make sure my femshep would make the romance for Liara lol. Oh the memories and the reason I made my choices lol