I haven't played ME in a while. Couldn't you tell your companions when to use abilities and where to move? I know it's not the same as physically moving characters like in DA, but it worked.
Do you want to control companions?
#126
Posté 18 août 2015 - 05:09
#127
Posté 18 août 2015 - 05:22
if they are going to make HUMANS only for main protagonist (which is blehhhhh)...than yes, i wanna be able to control my squadmates.
#128
Posté 18 août 2015 - 05:23
#129
Posté 18 août 2015 - 05:27
I haven't played ME in a while. Couldn't you tell your companions when to use abilities and where to move? I know it's not the same as physically moving characters like in DA, but it worked.
You can direct their movements so that they stay behind cover or to stay close, though it's limited to your PC's line of sight and holding position is automatic and disengages when all enemies are gone, but you can access all of their powers so long as it's not cooling down. I did like being able to set up assaults from multiple points on certain maps like Noveria to clear out a room, though they were a bit too easy to neutralize.
#130
Posté 18 août 2015 - 05:34
I don't want to control my squad mates directly. I want to play one protagonist, my character, who is my avatar in the game world. I do not want to play a body-less entity that can possess people at will. The person I play should be the commander of the squad an be able to give orders (just like Shepard did) but I need to manage the positioning and battlefield awareness of my protagonist to be effective when giving these orders.
Just switching into another person in the middle of the fight would severely limit my connection to the protagonist and it would also limit my immersion into the belief that my squad mates are real characters and have their own personalities. I can't directly control them in combat, just as I can't directly control them during dialogue out of combat.
So no, please do not let us control our squad mates directly.
- AlanC9, Helios969, Chardonney et 1 autre aiment ceci
#131
Posté 18 août 2015 - 06:02
- guard this area
- cover me/follow me
- focus on particular enemies
- aggressive/support behaviour
And of course I hope to see much improved AI...
- Sartoz aime ceci
#132
Posté 18 août 2015 - 08:16
I don't want to control my squad mates directly. I want to play one protagonist, my character, who is my avatar in the game world. I do not want to play a body-less entity that can possess people at will. The person I play should be the commander of the squad an be able to give orders (just like Shepard did) but I need to manage the positioning and battlefield awareness of my protagonist to be effective when giving these orders.
Just switching into another person in the middle of the fight would severely limit my connection to the protagonist and it would also limit my immersion into the belief that my squad mates are real characters and have their own personalities. I can't directly control them in combat, just as I can't directly control them during dialogue out of combat.
So no, please do not let us control our squad mates directly.
And it can choose not to switch even if that option is in the game.
#133
Posté 18 août 2015 - 08:42
And it can choose not to switch even if that option is in the game.
Usually, I am all for more options but not in this case because this is a fundamental change in gameplay that will affect level design (at least unless the devs severely lack imagination). The level and the challenge you give the player will be designed towards a play style. I'd rather they kept to designing for the the current gameplay and do it properly, rather then doing some watered down version that kinda works for both but presents problems for either or that they present me with situation that force me to switch perspective in order to be effective.
So sorry, for lot's of other stuff in the game, I would be happy for the devs to include features I'll never use but in the case of such a ubiquitous and fundamental change in gameplay, I am really just against it.
- Helios969 aime ceci
#134
Posté 18 août 2015 - 09:53
This confusion could be avoided if they'd document their game better.The only real rule I can think of is the amount of powers they possess, but that's due in part to the lack of a real tactics menu and our inability to take the wheel, leaving them at the mercy of the AI. If we could control them, it's a fair bet that all of their powers would function about the same as if the PC had them, only in different combinations with others according to class. Though, in ME3, I'm pretty sure their powers function the same as those shared with any particular Shepard, like how overload or drone powers function the same.
#135
Posté 18 août 2015 - 09:55
This might be the only time I ever agree with Aristotle.<<<<<<<<<<()>>>>>>>>>>
Hm..
A bit of Aristotelian logic here, I think. The possible abuse of the few should not dictate for the majority.
That reaction was infuriating.However, I would be unsurprised if Bio takes your position, given how they reacted to players using exploits in the DAI game.
#136
Posté 19 août 2015 - 01:15
Yes, I'd like to be able to control party members unless they can really boost the AI to not do anything too stupid, which they probably can't so let me take control.
#137
Posté 19 août 2015 - 01:32
Dunno, I'd like being able to take over and play the game as a companion, especially if they have special powers like in ME2. Would harken back to ME3's MP, where half the fun was experimenting with the fun powersets of the various aliens.
#138
Posté 19 août 2015 - 01:54
I don't understand why people are so literal and single minded.
There are many responses in this thread of "but the game is too easy as it is." Well, maybe, just maybe, if they added tactical depth they would make the game harder to compensate?
But to answer the original question, I'm not particularly bothered. I would like to bring a third party member along so we're running with four like DA, but mostly for story and banter. It was sad running through ME2 with all those party members because many of them I never used except for their loyalty mission. I'd love for them to ramp up the number of enemies and make it more necessary to bring more guns, but whatever.
I'd also like more bickering and interaction when making big decisions like they did in DA:Origins, but I recognize that streamlining and pace when developing are the order of the day rather than depth, so it's mostly a pipe dream.
#139
Posté 19 août 2015 - 03:27
Nah I like the way ME does it. I like that they kind of do their own thing and aren't just slaves to my commands the way DA companions are lol Although once I played on harder difficulties I did have to start controlling their powers, but that wasn't so bad. Though I quickly figured out just having Kaidan or Miranda in the party made things easy peasy.
#140
Posté 19 août 2015 - 01:52
#141
Posté 19 août 2015 - 07:50
The main character is a slave to your commands. How is this different?Nah I like the way ME does it. I like that they kind of do their own thing and aren't just slaves to my commands the way DA companions are lol
#142
Posté 19 août 2015 - 08:37
The main character is a slave to your commands. How is this different?
Because it is was intended to be so...
#143
Posté 19 août 2015 - 10:31
But he's a distinct character within the game world just like all the others. You just get tk make choices for him sometimes.Because it is was intended to be so...
And you already get to do that for the squadmates to some extent. The player chooses skills and equipment, and even power use. The only thing the player doesn't directly control is aiming and movemt. Are those really that big a step?
Also, if we can control the whole team in MEA, then presumably those characters will also have that intention behind them.
#144
Posté 20 août 2015 - 02:47
Just commenting that on the twitter, developers confirmed that ME:A combat system will be very similar to ME3, which means that companion control is pretty much impossible as their design approach is that isn't really compatible with companion control.
#145
Posté 20 août 2015 - 03:04
I would love the option to, though I think the squadmates need to offer significant gameplay differences (and thus new experiences) to warrant it.
#146
Posté 20 août 2015 - 03:09
Just switching into another person in the middle of the fight would severely limit my connection to the protagonist and it would also limit my immersion into the belief that my squad mates are real characters and have their own personalities. I can't directly control them in combat, just as I can't directly control them during dialogue out of combat.
But you can when they level up, learn skills, or equip gear.
Why is that okay while combat and dialogue aren't?
- In Exile, Enigmatick et blahblahblah aiment ceci
#147
Posté 20 août 2015 - 03:47
Usually, I am all for more options but not in this case because this is a fundamental change in gameplay that will affect level design (at least unless the devs severely lack imagination). The level and the challenge you give the player will be designed towards a play style. I'd rather they kept to designing for the the current gameplay and do it properly, rather then doing some watered down version that kinda works for both but presents problems for either or that they present me with situation that force me to switch perspective in order to be effective.
So sorry, for lot's of other stuff in the game, I would be happy for the devs to include features I'll never use but in the case of such a ubiquitous and fundamental change in gameplay, I am really just against it.
<<<<<<<<<<()>>>>>>>>>>
What reason do you have for thinking it becomes a fundemental change in gameplay? The sole fact that I can take over squad member 2 who is less powerful than the squad leader? Come on, don't be silly.
Frankly, I found Shep to be way overpowered. I believe the reason was because Bio can't program a decent AI capable of controlling the squad mates in a good tactical manner ... ie: using their skill sets to max advantage in combat. To compensate, Bio had no choice but to increase Shep's offensive/defensive abilities.
If Bio can develop a AI script like in DAO for our two squad members, then there is little incentive to "switch" character in a fight. Until then, I want that option if ever I need it.
#148
Posté 20 août 2015 - 04:11
But you can when they level up, learn skills, or equip gear.
Why is that okay while combat and dialogue aren't?
Well, there is a good reason for dialogue: the rest is all complete gameplay contrivance.
#149
Posté 20 août 2015 - 04:16
So is the dialogue.Well, there is a good reason for dialogue: the rest is all complete gameplay contrivance.
#150
Posté 20 août 2015 - 04:27
So is the dialogue.
It's not. The combat isn't meant to be some form of simulation of reality, designed only as the barest representation of stylized reality. The goal is expressly not simulation: that's why you have party based controls, nonsensical mechanisms like HP, etc. When I say it is a gameplay contrivance, I mean it is designed with the goal of being something other than an accurate representation of reality, which includes the wholly impossible hive-mind control perspective.
Whereas dialogue is meant to be simulation.





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