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


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#101
OhNoWhyHow

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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.

 

This is such an avoidable issue or at least an issue that can be simplified.  Let me have the option to exit the ship from every floor.  Also when I enter the ship let me choose which floor I want to go through instead of *requiring* me to always go through the CIC for entrance/exit.  You can choose floors at the elevator but not at the ship's entrance.  This made feeding fish an agony of 2 extra unneeded load screens.  I get that my character had to walk through the CIC to get there.  I don't need to see it.


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#102
United Servo Academy Choir

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Let people move around the ship. Don't have your squadmates locked in one room the entire game, let them mingle. We have the map telling us who's on what floor, but it's pointless if they never move.

 

Let them hook up, too. Let us walk in on it. I got a kick out of Tali and Garrus (as well as all the examples in DA).


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#103
Torgette

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The loading thing never bothered me, but I also played the games on a PC where the load times were near instant. If anything I like the load times, it's like fast travel.  :P


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#104
von uber

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It only needed a loading screen because of the old gen consoles. Like so many limitations of the series.


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#105
Red Panda

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We need a better integrated multiplayer banner and stats tracker.

 

Most people playing ME3 didn't know they could see their multiplayer stats I bet.



#106
KaiserShep

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It only needed a loading screen because of the old gen consoles. Like so many limitations of the series.


Yeah I really look forward to what a Mass Effect game will look like without the shackles of the old gen systems.
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#107
Valkyrja

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Let people move around the ship. Don't have your squadmates locked in one room the entire game, let them mingle. We have the map telling us who's on what floor, but it's pointless if they never move.

 

They did that in ME3 and people seemed to like it. They'll probably have some shipboard bantering in this game.



#108
United Servo Academy Choir

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They did that in ME3 and people seemed to like it. They'll probably have some shipboard bantering in this game.

 

Shows how much I remember from my sole playthrough.

 

I remember walking in on Tali and Garrus, but my memory is that they stayed put otherwise. In any event, yes - it injects a bit of life into the ship.



#109
Iakus

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They did that in ME3 and people seemed to like it. They'll probably have some shipboard bantering in this game.

Some squadmates moved around more than others

 

*coughAsheleycough*



#110
Undead Han

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Shows how much I remember from my sole playthrough.

 

I remember walking in on Tali and Garrus, but my memory is that they stayed put otherwise. In any event, yes - it injects a bit of life into the ship.

 

Garrus also shows up in the lounge with Liara and near the kitchen with Vega. Tali can be found drunk near the bar, and shows up near the memorial wall at one point also. Both times she is alone, but she does a move around a bit like Garrus does.


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#111
KaiserShep

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Garrus also shows up in the lounge with Liara and near the kitchen with Vega. Tali can be found drunk near the bar, and shows up near the memorial wall at one point also. Both times she is alone, but she does a move around a bit like Garrus does.

 

Javik also explores parts of the ship by himself. I found him hanging around Jack's old hidy hole in the lower engineering deck, and he will talk about sensing what she left behind there. 


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#112
Xen

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Shows how much I remember from my sole playthrough.

 

I remember walking in on Tali and Garrus, but my memory is that they stayed put otherwise. In any event, yes - it injects a bit of life into the ship.

OTOH Garrus shows up in the Lounge twice (once with Liara and once with Javik and a Crewman), as well as in the cockpit with Joker, at the Memorial wall and in the Kitchen with James.

Tali goes to the memorial wall after Thessia, and to the Lounge to drink after Sanctuary, in addition to the forward battery with Garrus just before Earth.

Javik goes to the AI Core to argue with EDI, down into Jack's old quarters in the bowels of engineering, the Kitchen with James (seperate from Garrus) and to the Lounge with Garrus as above.

Kaidan plays poker in the Lounge with James

James has all the forays mentioned as above, and has different locations around the cargo bay. Steve is similar in that regard. In fact, everyone moves around their own stations a bit, Garrus at various places in the forward battery, Tali in the engine core vs at her standard console, Ash and Kaidan sit/stand in different spots in the starboard observation room etc.

Liara visits Javik post Thessia in addition to the earlier game relaxing with Garrus in the Lounge.

I only don't remember Ash and EDI moving around all that much other than what I've already mentioned. 

As for non squaddies, Engineer Adams and Chakwas/ Michel argue in the mess hall at one point. Ken and Gabby will hook up together in Jack's old quarters as well.
 



#113
KaiserShep

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Yeah, Ashley was like an oak tree most of the time, planted firmly in the starboard lounge. I think she only moved once to get drunk and pass out on the floor.


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#114
CrazyCatDude

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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.

 

Inquisition did this very well in the "In Your Heart Shall Burn" quest where you lost Haven to an enemy assault.  No one complains about that feeling forced or contrived.  You just legit got your ass kicked by an overwhelming force, because you were in a relatively indefensible position.  You still got to be a hero, you still got small victories during the fight, but the over all battle was a route.  Something similar happens when you fall into the fade later in the game.  You win, but the victory *costs*, and the cost can be very high indeed.  Hell, even ME3 does this well earlier in the game, where you're basically forced off Earth by overwhelming enemy numbers.

There's also the wave battle in Arrival.  It's legit one of my favorite fights in ME2, because it never feels cheap, even though there is no way to win.  In fact, it makes you feel even more heroic because you can "win" in a sense, by making it through all the waves before the final pulse goes off and knocks you on your ass.  That's what they could have done to make the temple sequence better.  Have Kei Leng directing the fight, throwing wave after wave of Cerberus troops at you, until finally, he just gets fed up, and has his gunships blow out the pillars.


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#115
BabyPuncher

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Inquisition did this very well in the "In Your Heart Shall Burn" quest where you lost Haven to an enemy assault.  No one complains about that feeling forced or contrived.  You just legit got your ass kicked by an overwhelming force, because you were in a relatively indefensible position.  You still got to be a hero, you still got small victories during the fight, but the over all battle was a route.  Something similar happens when you fall into the fade later in the game.  You win, but the victory *costs*, and the cost can be very high indeed.  Hell, even ME3 does this well earlier in the game, where you're basically forced off Earth by overwhelming enemy numbers.

 

And here's the problem.

 

What if a writer doesn't want the protagonist to 'win' at all? They survive, and that's it? Whatever mission they're on is not a 'little victory,' it's not the protagonist 'getting to be the hero,' it's the other guy being better and the protagonist losing, and that's all there is to it.

 

 Have Kei Leng directing the fight, throwing wave after wave of Cerberus troops at you, until finally, he just gets fed up, and has his gunships blow out the pillars.

 

Same thing. The implication here is that our protagonist is just so awesome it's incomprehensible that a single human could best him, and any antagonist needs waves of mooks to win. What if the writers want to show a human antagonist as equal or better?



#116
DaemionMoadrin

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And here's the problem.

 

What if a writer doesn't want the protagonist to 'win' at all? They survive, and that's it? Whatever mission they're on is not a 'little victory,' it's not the protagonist 'getting to be the hero,' it's the other guy being better and the protagonist losing, and that's all there is to it.

 

Then that writer sucks and shouldn't write the story for a game.

 

You don't get it. The fight in the temple was completely onesided... my Shepard was beating Kai Leng easily without even taking damage. Then suddendly there's a cutscene that shows me the exact opposite. At this point the game told me that my previous actions didn't matter.

 

If Shepard is supposed to lose to Kai Leng because the story demands it, then go directly to the cutscene. Don't make the player actually fight and then snatch the victory away from them. That's the problem here.

 

There are several options how you can resolve such a situation properly... the one they actually used is not one of them.



#117
Torgette

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And here's the problem.

 

What if a writer doesn't want the protagonist to 'win' at all? They survive, and that's it? Whatever mission they're on is not a 'little victory,' it's not the protagonist 'getting to be the hero,' it's the other guy being better and the protagonist losing, and that's all there is to it.

 

You mean like horror movies or existential films?



#118
BabyPuncher

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I would think on this particular case it's the gameplay designers who take their cues from the writer, not nice versa.

 

So the writer is the one who says the protagonist is going to be defeated. And it's the gameplay designers who are given the scenario and make it work to the best of their abilities.

 

You mean like horror movies or existential films?

 

It would be a temporary setback. The protagonist gets back up on his feet afterwards. It's not going to be at the climax of the story where the protagonist loses and dies and that's it.



#119
Valkyrja

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I remember beating Letho to a pulp and then losing to him in a cutscene in The Witcher 2. Was there much forum raging over this in 2011?



#120
dreamgazer

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I remember beating Letho to a pulp and then losing to him in a cutscene in The Witcher 2.


I remember beating Saren to a pulp on Virmire, then getting dragged around and choked while time ticked away that I could've been saving either Kaidan or Ashley.

#121
von uber

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I bloody hate that expression butthurt. God knows why you Americans use it all the time, it has such horrible connotations.
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#122
Valkyrja

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Alright I changed it.



#123
themikefest

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Not only have squadmates move around the ship, but have crewmembers move around as well. Samantha didn't move at all from the CIC in ME3



#124
dfjdejulio

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Not only have squadmates move around the ship, but have crewmembers move around as well. Samantha didn't move at all from the CIC in ME3

 

...and let me talk to them over the ship's comms.  They have conversations with each other while not in the same room, let me do the same thing.  That way I don't need to chase them down, and my post-mission "run a lap to check in with all the characters" can be faster.


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#125
Iakus

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I bloody hate that expression butthurt. God knows why you Americans use it all the time, it has such horrible connotations.

I am American and don't understand why it's used all the time.


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