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Some changes wanted to the PC port


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#151
OurSacrifice

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CubemonkeyNYC wrote...
Why would anybody ever want to walk? This makes no sense to me. Is this a RP thing? 


It's a RP thing.  I don't rush through games or get impatient to the point that I need to sprint from A to B 100% of the time.

Having to hold a 2nd button when the 1st ME had a toggle is annoying and another step backwards from PC functionality that the 1st game had.

#152
DeriusE

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jpetrey123 wrote...

?? why would you want to walk ?? any ways this is off topic, but XBOX gamers are mostly seem to be immature little brats, and a lot of the PC gamers that have been at leat in this thread and some others i have seen seem to be spoiled brats. i dont know if it is the "RPG crowd" that is the whiny "i want it my WAY MOMMY NOOOOW!" or if it is just the kind of people that play games from bioware in general.
jeez people nit pick much? it i snot hard at all to just press shift for 1 sec pick a gun, heck tell one of your squadies to use a power on someone while your in the screen.

If I pay $50 for a game, I expect a polished product. Mass Effect 2 is a very good game, it is just very unpolished on the PC.

#153
CubemonkeyNYC

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Deriuse and OurSacrifice, you guys are ridiculous nitpickers. That's all there is to it. Bioware had more important things to do than to make walk a toggle function. Jeez.


#154
haberman13

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/agreed to all (or most) of the above.

We play on PC for a reason, its better than consoles! :devil:

The multi-function spacebar is hilarious, it speaks volumes about the "ported" nature of this game.

(Still love the story and characters)  Most of these changes are a step backwards.

Honestly, give us ME1, with ME2 combat.  Problem solved.

#155
Sailears

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I'd like to add my support to all the suggested changes.



I prefer the HUD in ME1 over that in ME2, and I really miss the 'hold position' squad command.



Need separate keys for sprint, cover, use, vault. For instance, if I want to sprint past something which can be used, I don't want to interact with it.



Weapon binds, journal, codex, squad menu etc...



Separate squad command binds (this probably won't happen, but I'd like to see it return in ME3 instead of context sensitive squad commands).



Crouch!



Finally, one thing I find extremely irritating - when in combat, Shepard takes up way too much of the screen, and the field of view is too narrow for my liking. I suppose it works with the linear nature of the maps, where you don't need to look around much, but I find it extremely restrictive. I want to have a good view of the environment, not a narrow view around my target (exaggeration, but you get the point).

#156
Nomcookie

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Szioul wrote...

I agree with most of the suggestions here, but why would anyone need more than 56 save slots? I mostly use quicksave and 3-4 save slots, that I write over between missions.


I like to maintain a save just before every plot-critical decision, epic moment, or hilarious conversation. Just so I can reload them and relive the experience. On my first ME playthrough, I had about 130 saves by the end of the game.

#157
Szioul

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Nomcookie wrote...
I like to maintain a save just before every plot-critical decision, epic moment, or hilarious conversation. Just so I can reload them and relive the experience. On my first ME playthrough, I had about 130 saves by the end of the game.

Oh. I guess, in that case it might be useful if you could name your saves as well.

#158
OurSacrifice

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Still hoping for a BioWare response.

#159
OurSacrifice

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Still hoping for a BioWare response.

#160
Siven80

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I really like the game but it is indeed just a quick port onto the PC with no thought into putting BASIC mouseand keyboard controls into the game which is very dissapointing.



These are just basics for any PC game and shooters, and what we need/want in ME2:

-Mouse wheel scrolling in menus.

-Mouse double click to select menu options

-Keyboard hotkeys for weapons

-Keyboard hotkeys for squad, journal, codex



Personally i have no problems with the spacebar actions after playing it for a while, works well for me. But having options is always nice.



The forced on helmets for DLC armour is also really daft.... People dont want to watch a helmet when talking.


#161
darkstrikerds

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ReggarBlane wrote...

If the XNA platform says anything, it says that it's quite possible (and possibly easier) to develop Windows and 360 games at the same time but complicating things when you want to change the input per platform.
That, however, is taking the easy way out. What goes on in a production tends to appear in the product.
Just a note to EA: ME3 sales are dependent on ME2. Bioware made ME2 sales because of their ME1, not because of EA.


XNA is probably part of the problem.  Developing a non-console-ish game in it is harder, if you think about it.  That particular API is the bane of PC gaming and the root of many of the problems we end up seeing.  More patches go through to fix devs "forgetting" to change systems to work with a PC than go toward fixing specific issues.

It does make it possible and easier...but the results you get from both possible and easy aren't always spectacular.  XNA wasn't really meant as a PC platform, though.  It was designed for the XBox first, and the PC was an after-thought for improved marketing.  Sort of like how ME2 feels. 

Really, I'd compare ME2 to Deus Ex 2, in terms of the changes.  My disgust at some of them was about the same.