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


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#26
Chardonney

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I just hope that there wont be any more forced, unrealistic situations, which removes the player completely from the driver's seat, like a couple of situations with Kai Leng to mention a few (Thessia, etc.). Shep has taken gunships down before and that battle should've been a piece of cake.


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#27
BabyPuncher

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I just hope that there wont be any more forced, unrealistic situations, which removes the player completely from the driver's seat, like a couple of situations with Kai Leng to mention a few (Thessia, etc.). Shep has taken gunships down before and that battle should've been a piece of cake.

 

Maybe because of how the cutscene was laid out.

 

But if you're convinced of your player character's invulnerability to the point that you're fundamental opposed to them being bested by another human and think any cutscene where your character 'loses' to another human automatically must be bad, the problem is you.
 


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#28
Dark Helmet

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Maybe because of how the cutscene was laid out.

 

But if you're convinced of your player characters invulnerability to the point that you're fundamental opposed to them being bested by another human and think any cutscene where your character 'loses' to another human automatically must be bad, the problem is you.
 

 

Except for the bit where that isn't what that person was upset about.

 

Shep losing=/=Shep losing in a stupid fashion to make Kai Lame look kewl.

 

Keep on keeping on David. Maybe throw something about HEROISM in.


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#29
Chardonney

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Maybe because of how the cutscene was laid out.

 

But if you're convinced of your player-characters invulnerability to the point that you're fundamental opposed to them being bested by another human, the problem is you.
 

 

Mostly because how it was laid out. Didn't feel realistic or logical. Forced scenes can work if they're done well, I admit that. So if there's going to be more of those, I hope they just put more thought into them.


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#30
dreamgazer

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Maker, anything resembling that atrocious shuttle pizza trip in ME2 that left the Normandy completely vulnerable to the Collectors needs to be scrapped. If you can't properly delegate a dozen superfluous superhero squaddies in such a scenario due to gameplay limitations or whatever, don't deliver said scenario ... or don't create so many superfluous squadmates.
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#31
Linkenski

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I just hope that there wont be any more forced, unrealistic situations, which removes the player completely from the driver's seat, like a couple of situations with Kai Leng to mention a few (Thessia, etc.). Shep has taken gunships down before and that battle should've been a piece of cake.

While I certainly thought Kai Leng should've been called Kai Lame, I somehow see those cutscene-power moments happening again. If Leng was actually a likeable villain or even a memorable one at that, I doubt people would've flipped quite as hard over him winning those encounters so cheaply.

 

But yeah, the entire execution of that loss was just off for a multitude of reasons, and like you mentioned, the gunship shouldn't have been that big of a deal... but you know, game/story segregation. "it's just so video-gamey!"


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#32
BabyPuncher

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You must have missed the part where I said literally word for word "Maybe because of how the cutscene was laid out."



#33
KaiserShep

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Maker, anything resembling that atrocious shuttle pizza trip in ME2 that left the Normandy completely vulnerable to the Collectors needs to be scrapped. If you can't properly delegate a dozen superfluous superhero squaddies in such a scenario due to gameplay limitations or whatever, don't deliver said scenario ... or don't create so many superfluous squadmates.

 

Lol, now I'm imagining two of the squad members chatting about getting pizza.

 

But yeah, that was a pretty terrible setup, especially if you completed everything.


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#34
AresKeith

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Maker, anything resembling that atrocious shuttle pizza trip in ME2 that left the Normandy completely vulnerable to the Collectors needs to be scrapped. If you can't properly delegate a dozen superfluous superhero squaddies in such a scenario due to gameplay limitations or whatever, don't deliver said scenario ... or don't create so many superfluous squadmates.

 

Would've made more sense if the Collectors made a diversion that somehow had to involve all your squadmates :P


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#35
Linkenski

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Lol, now I'm imagining two of the squad members chatting about getting pizza.

 

But yeah, that was a pretty terrible setup, especially if you completed everything.

It was beyond terrible. Now I wonder if that was a big point of discussion/hate back in the ME2 days when I didn't stick around here.



#36
Nitrocuban

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- propper ending(s)

- no overpriced 4/10 DLCs hyped to the moon and back (looking at you, Omega!)

- MP with way better servers, basic features like region filter and in lobby text chat

- SP + MP use each others assets better, e.g. new enemy faction in MP finds it's way in SP, too.

- more characters per class for SP like it is in ME3MP

- a freely customizable character (selctable powers) for SP and MP as reward after finishing NG+ Insanity / all challenges


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#37
ImaginaryMatter

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

 

There is no excuse. I'm just being jaded.



#38
InterrogationBear

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- MP with way better servers, basic features like region filter and in lobby text chat

MP with dedicated servers and not P2P like in ME3.


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#39
BabyPuncher

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I really don't know any games that have done the 'forced defeat' thing particularly well against a human enemy with comparable size and strength as the player character. And no special powers or tricks or technology or whatever. Which I think is necessary. It should not be "The protagonist is just so awesome he's literally undefeatable by anyone not 3x his size!" Protagonists should sometimes lose simply by virtue of the other guy being better, and that's all there is to it.

 

Probably just a reality of video games.



#40
NextGenCowboy

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Max Payne 3 solved the gun selection in cutscene issue. So, there's at least one game that actually does handle that. It does create lots of minor issues though, like switching you to you sidearm after a cutscene, and things like that.


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#41
AresKeith

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I kinda do hope they handle guns in cutscenes better this time



#42
dreamgazer

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I kinda do hope they handle guns in cutscenes better this time


I do too, but BobPuncher9000 is right about the situation being kinda tricky due to the variety of weapons.
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#43
Oldren Shepard

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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.

- 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.

 

Agree  with those, the last one, I don't understand it.


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#44
KaiserShep

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Agree  with those, the last one, I don't understand it.

This would be like NPC's in Grand Theft Auto, for example. Instead of the NPC having an invisible barrier around them, you could potentially bump into the NPC and push them aside. I don't really expect this to exist in this game though, since DA:I does not have this, but who knows.


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#45
dreamgazer

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This would be like NPC's in Grand Theft Auto, for example. Instead of the NPC having an invisible barrier around them, you could potentially bump into the NPC and push them aside. I don't really expect this to exist in this game though, since DA:I does not have this, but who knows.


It's become pretty prevalent in other franchises, like Assassin's Creed and recently in The Witcher 3. I'm neither here nor there about it being included in ME:A or other sci-fi environments, really, but it has added a taste of atmosphere in fantasy/historical situations.
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#46
KaiserShep

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I would like this to exist in the new game, but I suspect that we won't see it for at least one more title. BioWare has never been the most solid in terms of character animation. 



#47
slimgrin

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I just want more complexity and depth to weapons and gadgets. Weapon modding was relatively basic in ME3, and the load out system was too. Mass Effect has never really had broad RPG mechanics and I hope they open this up. As to the story, I've got no expectations after finding out who the lead writer was. 


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#48
ImaginaryMatter

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It's become pretty prevalent in other franchises, like Assassin's Creed and recently in The Witcher 3. I'm neither here nor there about it being included in ME:A or other sci-fi environments, really, but it has added a taste of atmosphere in fantasy/historical situations.

 

I feel like as games obtain more photo-realistic graphics I think stuff like this becomes more needed. Once we start seeing characters that look more 'realistic' out brains start expecting the other characters to react that way as well.



#49
Oldren Shepard

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This would be like NPC's in Grand Theft Auto, for example. Instead of the NPC having an invisible barrier around them, you could potentially bump into the NPC and push them aside. I don't really expect this to exist in this game though, since DA:I does not have this, but who knows.

Thank you.



#50
Oldren Shepard

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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.

If it won't be a trilogy or at least two (it will be a trilogy) it won't be a mass effect game.