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Basic mistakes from past games that can't be in this game.


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#1
Linkenski

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ME3 improved on some things, rolled back on other things that actually worked and it retained some mistakes that were also present in the previous games. What mistakes from past games does ME:A need to fix?

 

My choices:

- PC ALWAYS has the equipment you've selected during cutscenes. No predator gun swaps this time.

- Holstering has to be there so we don't run around exploring with the left half of the screen filled up by PC's body.

- Crew conversations can't be non-cinematic with autodialogue or Kasumi/Zaeed one-sided commentary. You press "Talk" and you enter a real conversation.

- I think we need to be able to crouch again.

- No excessive amount of autodialogue a la ME3 naturally

- No broken necks in cutscenes.

- No broken eye-tracking from PC in conversations

- No facing away from the person you're talking to in a conversation (focus-glitch)

- All non-characterized NPCs can be bumped into without stopping the player in their tracks as if they're an invisible wall.

- If we have a ship with several floors, find a way to not have a loading screen inbetween each floor. I'd take an elevator above that.



#2
KaiserShep

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If there's a lot of exploration, I agree about weapon holstering. It'd look kind of silly to trek across a big ass map constantly pointing the gun at something. 



#3
BabyPuncher

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My choices:

- PC ALWAYS has the equipment you've selected during cutscenes. No predator gun swaps this time.

 

This is not a mistake, I can pretty much promise you it's going to happen in one form or another.

 

I would advise you get used to it.



#4
DaemionMoadrin

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This is not a mistake, I can pretty much promise you it's going to happen in one form or another.

 

I would advise you get used to it.

 

BS.



#5
ImaginaryMatter

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Polish, basically? Considering the last year or two of these big releases, I doubt it.


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#6
Linkenski

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This is not a mistake, I can pretty much promise you it's going to happen in one form or another.

 

I would advise you get used to it.

It is a mistake even if it's deliberately programmed to show you with a predator gun. All the charge guns act weird in cutscenes but I say, let them do that. Besides, it can't at any point show your customized character in a pre-rendered cutscene, so there's no excuse for constantly swapping the gun we have equipped because that's how they scripted a cutscene to work.

 

We need some friggin attention to detail in our Mass Effect. I was happy to finally see the cutscenes account for my choice of class in The Citadel DLC. More of that throughout all of ME:A please, including our choice of equipment.

 

Polish, basically? Considering the last year or two of these big releases, I doubt it.

So because other AAA devs can't Bioware has an excuse to be equally lenient? Give me a break.



#7
BabyPuncher

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Not BS at all. You won't be able to name a game that solves this problem, because there isn't one.

 

Firearms have a impressive variety of different stances, grips, fire rates, recoils, physical shapes and sizes, magazine capacities, projectile types, and so forth. That gets expanded with the more exotic weapons seen in Mass Effect. You cannot simply swap out one model for another in cutscenes and have things work.

 

The only complete solutions are to invest a massive amount of effort into reanimating every combat cutscene for every weapon for a paltry return, or devise a seriously sophisticated animation system capable of integrating such variables, which I imagine is well beyond modern technology.



#8
Linkenski

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Not BS at all. You won't be able to name a game that solves this problem, because there isn't one.

 

Firearms have a impressive variety of different stances, grips, fire rates, recoils, physical shapes and sizes, magazine capacities, projectile types, and so forth. That gets expanded with the more exotic weapons see in Mass Effect. You cannot simply swap out one model for another in cutscenes and have things work.

Why not? If a cutscene is designed for Shepad to carry a gun, why does it swap out my Phalanx with a Predator? Because it can clip through a wall if it's not the size of a predator? That's BS indeed.

 

I understand it if it's because I only have Shotgun and Assault Rifle because they require a two-handed stance, but the games frequently swap out even the guns you carry of the same type with the basic gun of the same type and that's the issue here.


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#9
GnusmasTHX

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Not BS at all. You won't be able to name a game that solves this problem, because there isn't one.

 

Firearms have a impressive variety of different stances, grips, fire rates, recoils, physical shapes and sizes, magazine capacities, projectile types, and so forth. That gets expanded with the more exotic weapons see in Mass Effect. You cannot simply swap out one model for another in cutscenes and have things work.

 

Yes you can, lol.



#10
Jorji Costava

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I'd say that more forethought as far as how choice and consequence will be implemented would be a good thing, especially if Bioware wants to enable save importation from ME:A to potential future installments (speaking of which, has anything been said about this?). Anyways, you don't want to have situations like the Rachni and collector base decision amounting to almost nothing, or messes like the suicide mission in ME2 in which you would have to account for dozens of possible combinations of living versus dead companions. I think that Bioware needs to do a better job not creating these kinds of headaches for itself in the future.



#11
Xen

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This is not a mistake, I can pretty much promise you it's going to happen in one form or another.

 

I would advise you get used to it.

They sort of tried in Leviathan.  Squadmates and I ended up firing our Claymores, Widows and Javelins on fully automatic in cutscenes.

It only sort of works when you've games where there aren't many different weapons and some types are mandatory, such as in ME2 when every class had a pistol and they all functioned as semiautomatics.


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#12
BabyPuncher

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Why not? If a cutscene is designed for Shepad to carry a gun, why does it swap out my Phalanx with a Predator? Because it can clip through a wall if it's not the size of a predator? That's BS indeed.

 

I understand it if it's because I only have Shotgun and Assault Rifle because they require a two-handed stance, but the games frequently swap out even the guns you carry of the same type with the basic gun of the same type and that's the issue here.

 

It might clip through the character's hands who is firing it.

 

It's definitely likely to fire at a faster rater than a Phalanx would allow. Or fire more rounds.

 

And that's assuming the player is carrying a pistol at all.
 


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#13
Valkyrja

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Holstering was sacrificed because of memory constraints on ancient consoles. Shouldn't be an issue this time.



#14
DaemionMoadrin

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Your argument is BS because BioWare managed to get it right in lots of cutscenes. The ones where the wrong weapon was displayed were bugs or oversights. It didn't happen because it can't be done.

 

It's not just pistols either. I played the entire trilogy as a shotgun wielding Vanguard recently and starting with ME2 he was shown using the shotgun in cutscenes more often than not.

 

Talking about firing rate etc is not half as important as you think it is. In most cutscenes the weapons aren't even fired or are only fired once. That would work with every gun.


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#15
SpunkyMonkey

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ME3 improved on some things, rolled back on other things that actually worked and it retained some mistakes that were also present in the previous games. What mistakes from past games does ME:A need to fix?

 

My choices:

- PC ALWAYS has the equipment you've selected during cutscenes. No predator gun swaps this time.

- Holstering has to be there so we don't run around exploring with the left half of the screen filled up by PC's body.

- Crew conversations can't be non-cinematic with autodialogue or Kasumi/Zaeed one-sided commentary. You press "Talk" and you enter a real conversation.

- I think we need to be able to crouch again.

- No excessive amount of autodialogue a la ME3 naturally

- No broken necks in cutscenes.

- No broken eye-tracking from PC in conversations

- No facing away from the person you're talking to in a conversation (focus-glitch)

- All non-characterized NPCs can be bumped into without stopping the player in their tracks as if they're an invisible wall.

- If we have a ship with several floors, find a way to not have a loading screen inbetween each floor. I'd take an elevator above that.

 

I have to say, apart from the Autodialogue I can live with the rest if the game's good.

 

I don't want Bioware to waste time on petty things such as being able to crouch etc. I say let them spend that time creating an amazing world, story and experience instead of focussing on minor quams.



#16
BabyPuncher

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Your argument is BS because BioWare managed to get it right in lots of cutscenes. The ones where the wrong weapon was displayed were bugs or oversights. It didn't happen because it can't be done.

 

Ridiculous. Obviously it could theoretically be done if they were willing to pour enough animation resources into it, but making the choice to not animate every single thing in your game to the highest quality possible is neither a bug or an oversight.

 

You've never heard of the 90-10 rule?

 

Yes, the super-simple scenes where Shepard points a pistol at someone tend to work well. But surprise, surprise, more complex cutscenes where characters actively engage in combat such as Liara firing on the Shadow Broker and Shepard shooting at Leng both in the car on the Citadel and at the temple on Thessia encounter difficulties and don't work correctly.
 



#17
Undead Han

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- Crew conversations can't be non-cinematic with autodialogue or Kasumi/Zaeed one-sided commentary. You press "Talk" and you enter a real conversation.

 

I agree with this one. The lack of cinematic/cutscene conversations with NPCs in Dragon Age: Inquisition was a large part of what made that game so much less immersive than previous Dragon Age titles. It is difficult to get invested in dialogue when you can barely see the characters speaking. 



#18
KaiserShep

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Yes, the super-simple scenes where Shepard points a pistol at someone tend to work well. But surprise, surprise, more complex cutscenes where characters actively engage in combat such as Liara firing on the Shadow Broker and Shepard shooting at Leng both in the car on the Citadel and at the temple on Thessia encounter difficulties and don't work correctly.

 

 

My memory is fuzzy on Lair of the Shadow Broker, but what difficulties? That seems like it would be an odd thing to have difficulty in, since Liara is the fixed companion in that DLC, and she always sports an SMG, which is also her default weapon type. 


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#19
Valkyrja

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Polish, basically? Considering the last year or two of these big releases, I doubt it.

 

Pretty much that and more money spent on cinematic conversations and voice acting for conversations with your party.



#20
BabyPuncher

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My memory is fuzzy on Lair of the Shadow Broker, but what difficulties? That seems like it would be an odd thing to have difficulty in, since Liara is the fixed companion in that DLC, and she always sports an SMG, which is also her default weapon type. 

 

She uses an Predator in the combat cutscenes regardless of what weapons you assigned her.



#21
Linkenski

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Pretty much that and more money spent on cinematic conversations and voice acting for conversations with your party.

and spend less money on so many friggin romances.



#22
Dark Helmet

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Organic Essence tho...

 

Needs moar pseudo-philosophy.



#23
Undead Han

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Organic Essence tho...

 

Sounds like a shampoo.


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#24
Dark Helmet

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Sounds like a shampoo.

 

Oh it was. You wouldn't know about it and there is no time to explain...



#25
KaiserShep

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She uses an Predator in the combat cutscenes regardless of what weapons you assigned her.

This is actually false. In cut scenes, Liara uses the shuriken SMG. Unfortunately, it sounds and fires like a Predator, which is weird. 


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