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


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#51
Hadeedak

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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.

 

Like Tali autofiring that Claymore wasn't the best part of Leviathan -- and Leviathan's my favorite Mass Effect DLC. 

 

For me, I'd like to see two seconds spent researching biology instead of just rule of cool. 


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#52
rashie

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-Fix the journal, its downright broken in ME3 compared to the sequels.

-Please have hotkeys for weapon switching in the same way F1-F4 worked in ME1.

-Functional UI keyboard shortcuts.

-Tune down tech and biotic explosions just a bit.

 

If those are nailed its off to a good start.


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#53
AresKeith

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

 

True, but they were able to do it in ME3 DLCs (Citadel) with the pistol 



#54
Tyrannosaurus Rex

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Could we also finally give the SMG weapons brand new animations instead of having them use the pistol animations?


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#55
Rannik

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Make biotics look like something that alterates gravity again, the effects in ME1 that showed light bending around the target were amazing.

 

lbnULHo.jpg

 

Please don't make us throw little balls of blue space magic again, it looks silly...



#56
dielveio

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Proper female specific animations like sitting, walking, etc, from the start.



#57
Hiemoth

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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.

 

I'm not completely certain what wasn't realistic or logical about them. On Thessia, Kai Leng calls backup that Shepard wasn't expecting, on the Citadel he hit Shepard's vehicle.

 

The unfortunate truth is that in most games mid-boss victories do require cut-scenes that illustrate that victory or then setting the boss to be invulnerable and pummel the player to the ground, which would probably get as many complaints.

 

So turn this around, what scenario would you have been happy with Kai Leng getting that victory? And in some detail.



#58
Hiemoth

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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. 

 

But DAI used that system very differently than ME3. I think what is often lost with this complaint is the actual point of the insane amount of dialogue and actual cut-scenes in ME3. The non-interactive dialogue responses on ship had the purpose of building character and give context. If they were removed, it is most likely that we would get almost nothing in return as adding cinematic sequences in dialogue is expensive and they already had a great deal of it in ME3.



#59
Derrame

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no boring simple fetch quests like DA:I 

no absurd ridiculous ending like ME3



#60
RZIBARA

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My list:

  • auto dialogue
  • stupid morality system, dump the paragon/renegade system and just make different dialogue without morality affiliation
  • weapons that you dont have equipped being used in cutscenes
  • recycled animations. some in ME3 really stood out and annoyed me
  • SJW pandering (ME3 and DAI are especially obnoxious in this regard)
  • poorly done romances. cut down the amount of romancable characters and make them actually good like ME1
  • end of the world/galaxy/universe story, make it smaller scale and more personal
  • not being able to holster you weapons
  • non-cinematic character conversations (its ok with random NPC's but not with crewmates)
  • fetch quests and boring side quests. make them interesting and worthwhile (ME2 did this well for the most part)


#61
Oni Changas

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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.

I advise you to play ME2.


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#62
A Crusty Knight Of Colour

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I think consequences from your actions were handled really poorly. BioWare does a decent job in general of offering the player choices, but they don't really take them anywhere or create any meaningful branching as a result. This is a stated design philosophy at BioWare if Gaider is to be taken into account.

They have choices for the sake of choices, and I think this reflects very poorly on BioWare. I wish that they put more effort into their games, because choice and consequence is supposedly a selling point for BioWare's stuff. Yet you have to go to developers like CDPR and play the Witcher games to actually get it.

#63
Solas

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memorable secondary characters dying offscreen shittily in an email  <_<

#kal'reegar #neverforget



#64
Lady Artifice

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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. 

 

So much this. So much. Lack of cinematic conversations was easily my least favorite part about DAI. I hope it never happens again. 



#65
dreamgazer

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I advise you to play ME2.


http://forum.bioware...n-what-i-equip/

That's also the same game where Jack fires an invisible gun in a cutscene.

#66
In Exile

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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.


There's no way to convey that in a video game - the other guy being better part. The only way it sort of worked was in DAO where they had a fork depending on whether you lost an encounter. But typically in a game this involves giving the other person much bigger numbers, and even then, players can find a way to break the system.

#67
q5tyhj

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-Tune down tech and biotic explosions just a bit.

 

wat


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#68
AntiChri5

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There's no way to convey that in a video game - the other guy being better part. The only way it sort of worked was in DAO where they had a fork depending on whether you lost an encounter. But typically in a game this involves giving the other person much bigger numbers, and even then, players can find a way to break the system.

I think the best "scripted" loss in a video game is in Halo: Reach.

 

(Spoilers for an oldish game that was spoiled years before it was written)

 

At the very end, the protagonist dies. But, instead of taking control away from the player and killing them in some ****** cutscene they simply disable the checkpoint feature and start spawning infinite enemies. Normally, while playing, dying simply forces you to restart from the last checkpoint. But, at the end, it instead triggers a very brief cutscene of the protagonist finally being overwhelmed.

 

Yeah, they completely rig the game with an unwinnable battle. But they don't tell you that you have lost until you have lost.


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#69
Oni Changas

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http://forum.bioware...n-what-i-equip/

That's also the same game where Jack fires an invisible gun in a cutscene.

But also the same game where Zaeed fires at Vido with whateverdafoq I equip him with. Devil's advocate or not, you're not convincing me otherwise.



#70
dreamgazer

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But also the same game where Zaeed fires at Vido with whateverdafoq I equip him with. Devil's advocate or not, you're not convincing me otherwise.


Proof's there in the link. This one, too: http://forum.bioware...y-in-cutscenes/

And this one: http://forum.bioware...-assault-rifle/

#71
Chardonney

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I'm not completely certain what wasn't realistic or logical about them. On Thessia, Kai Leng calls backup that Shepard wasn't expecting, on the Citadel he hit Shepard's vehicle.

 

The unfortunate truth is that in most games mid-boss victories do require cut-scenes that illustrate that victory or then setting the boss to be invulnerable and pummel the player to the ground, which would probably get as many complaints.

 

So turn this around, what scenario would you have been happy with Kai Leng getting that victory? And in some detail.

 

Well, it was already established - especially in ME2 - that Shepard can take down a gunship, even one she wasn't expecting (Omega, Illium) and there was a lot more enemies at those situations, as well. That is what wasn't realistic nor consistent. Now, if there would have been two gunships instead of one, for example, or a energy barrier blocking Sheps way... or something... the situation would've been different altogether. I have no problems of losing to a villain, as long as it's not done poorly.


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#72
United Servo Academy Choir

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Cerberus.



#73
MattFini

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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. 

 

Agree as well. This bothered me about ME3 and DA:I. 

 

Nothing takes me out of a game/story faster than the lack of cinematic conversations. 



#74
DaemionMoadrin

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For me, I'd like to see two seconds spent researching biology instead of just rule of cool. 

 

Exactly!

 

I mentioned this in my thread, too.



#75
Artemis_Entrari

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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. 

 

Second this.  I HATE the fact they've gone toward a more Kasumi/Zaeed style conversation than what was previously used.  Look, BioWare's turned their games into "cinematic experiences".  So then stick with that and give actual cutscene dialogue.


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