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DAMP dlc vs Mass Effect 3 MP dlc - a compartive anaylsis....


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#26
Pork

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There are two things these two games have in common.

 

They are both published by EA, and both have a co-op PvE setting.

 

But thats about it.

 

Both are made by bioware, published by EA, have the same dlc model, microtransaction model and PVE model. the game is the same action RPG style as the other. The core combat mechanics are similar and the levelling system is the same. No, you're right, absolutely nothing worth basing comparison on there.


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#27
BiggyDX

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You also realise that powers and abilities are limited to 3 per kit in ME3. And there is 59 kits. And you expect there to be no overlap? Ridiculous.


Just saying, you could wrap all four of the vorcha kits into one character, and still not have the same amount of abilities as one DAMP character (all vorchas have bloodlust, so you're getting 9 abilities at most). Which again, was why I said it's like comparing apples to oranges.
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#28
Kenny Bania

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Both are made by bioware, published by EA, have the same dlc model, microtransaction model and PVE model. the game is the same action RPG style as the other. The core combat mechanics are similar and the levelling system is the same. No, you're right, absolutely nothing worth basing comparison on there.

 

Agreed. I keep hearing that argument, and it sounds silly to me.


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#29
Jaden Erius

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 I probably misspoke. But lets also be honest and say that every new kit they added borrowed at least one or two main abilities from the core game (ex. N7 Sentinel had Omni-Shield and Snap Freeze, but also has Energy Drain and Incinerate). The team also reused the same abilities, skins, and voices from these new characters when making other kits within the same race. I'm not saying it didn't work, nor that the characters weren't fun, but in this regard the characters weren't too different.

 

 I should just point out that, the DAIMP characters are not wholly unique in that sense either, similar passives as well as some overlapping abilities. DAMP and ME3MP strike the same situation in terms of uniqueness of individual characters (except for the virutoso which had an entirely different way of approaching the game). Because DAMP skill builds do not have many viable builds (and viable skills) without the promotion crutch



#30
silent_watcher

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Winters grasp, combat roll, evade, unbowed, to the death and more.
All reused abilities on different kits in daimp.

They both reused abilities so that argument is invalid.

#31
Pork

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Winters grasp, combat roll, evade, unbowed, to the death and more.
All reused abilities on different kits in daimp.

They both reused abilities so that argument is invalid.

 

Further to this, the silent sister has no unique abilities whatsoever. 


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#32
BiggyDX

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 I should just point out that, the DAIMP characters are not wholly unique in that sense either, similar passives as well as some overlapping abilities. DAMP and ME3MP strike the same situation in terms of uniqueness of individual characters (except for the virutoso which had an entirely different way of approaching the game). Because DAMP skill builds do not have many viable builds (and viable skills) without the promotion crutch

 

I know. I feel like this who topic has gotten off track. Beer's point was mainly getting into why DAMP wasn't as successful as MEMP, and I just laid out some of my points; most of which lied in the execution of the game and some existential factors.


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#33
Beerfish

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Oh damn, I kinda long back to my asari Huntress. Hot, lethal and sooo fun to play :)

That was my favourite kit as well.


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#34
Wavebend

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Further to this, the silent sister has no unique abilities whatsoever. 

 

So all the 59 playable kits had unique abilities in me3mp?



#35
BiggyDX

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So all the 59 playable kits had unique abilities in me3mp?

 

Every new race or archetype brought at least one or two new abilities. The Batarians had Ballistic Blades, Submission Net, Spike Armor (IIRC), and a powerful melee attack. These would be interspersed among the different Battarian types; with one or two existing abilities thrown in. Alot of kits within the same race also shared the same ability (ex. Vorcha's all had bloodlust, two out of three had the same Flamer power).


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#36
ParthianShotX

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The target consumer groups are likely completely different as well.

 

I'm not at all sure about that.  These comparisons keep being made by people who played both and I recognize a very large number of names here from the ME3 forums back when I was playing and learning that. So we have a sampling that would belie that statement -- whether or not that carries across the general population I couldn't say but based on what we *do* know and assessing from there -- I believe  you're off base.


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#37
valium

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my biggest gripe is that in ME3MP any of us BSN regulars could start an entire new account, use the base weapons provided, and solo gold. DAMP? spend hundred of hours grinding out promotions and fingers crossed for good drops, just to have a snowball's chance in hell in doing nightmare.

 

player skill takes a backseat to MMORPG mechanic garbage.


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#38
ALTBOULI

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Just saying, you could wrap all four of the vorcha kits into one character, and still not have the same amount of abilities as one DAMP character (all vorchas have bloodlust, so you're getting 9 abilities at most). Which again, was why I said it's like comparing apples to oranges.

 

And those 9 abilities can specced very differently increasing the possible ways to play the kit so I dont see what your point is here? Yes there are more possible skills per character but due to the skill tree structuring I dont think there is that many ways you can actually spec a character in DAMP. And were not even factoring in the uniqueness of weapons and the various choices of weaponry you can have in ME3, where as in DAMP your effectively limited to one or two choices in most cases


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#39
capn233

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Yeah, ME3MP is pretty good.


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#40
Domiel Angelus

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Both are made by bioware, published by EA, have the same dlc model, microtransaction model and PVE model. the game is the same action RPG style as the other. The core combat mechanics are similar and the levelling system is the same. No, you're right, absolutely nothing worth basing comparison on there.

 

Pork, don't forget that part of the team that assisted on DAMP was involved in making ME3MP. 



#41
BansheeOwnage

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I just want to add/reiterate that in addition to all of the different (and viable) builds you could make in ME3, the stunning variety of weapons increased what you could do with a kit exponentially when combined with different powers. I can use a default male human and have him play in a completely different way than my female, who has the same base powers. It was, and still is, awesome.


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#42
Domiel Angelus

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And those 9 abilities can specced very differently increasing the possible ways to play the kit so I dont see what your point is here? Yes there are more possible skills per character but due to the skill tree structuring I dont think there is that many ways you can actually spec a character in DAMP. And were not even factoring in the uniqueness of weapons and the various choices of weaponry you can have in ME3, where as in DAMP your effectively limited to one or two choices in most cases

 

It could be extremely different, I agree, because after the third point in each power you had to choose an evolution option when you put a point into it and it could drastically change the power of a given ability. 

 

Between the 65 characters in ME3MP, there is a pool of 73 (~85 if you include their different variants on Fitness/Power Boost) individual powers. Some classes however have the power evolve in a different way, such as the Tactical Cloak of the Turian Ghost adding its damage specifically to Assault Rifle Damage instead of Sniper Damage and so on. 

 

These evolution points allow for massively different builds unlike the current set up for DAMP where a power only has one upgrade it can acquire. I think DAMP could have easily taken a cue from ME3MP and each activated power could have had two attached upgrades but by choosing one you lock out the other. For example, in the case of Longshot It could have been as simple as having the Lance Upgrade (Piercing targets in a line, with the damage increasing against each target pierced in the line) or Armor Piercing (100% armor penetration against the target and  50% to 100% increased damage to guard and barrier). This would have allowed for build variations instead of seeing the same cookie cutter builds because every active power would have two or possibly three different options with their own strengths and weaknesses. 



#43
BiggyDX

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It could be extremely different, I agree, because after the third point in each power you had to choose an evolution option when you put a point into it and it could drastically change the power of a given ability. 

 

Between the 65 characters in ME3MP, there is a pool of 73 (~85 if you include their different variants on Fitness/Power Boost) individual powers. Some classes however have the power evolve in a different way, such as the Tactical Cloak of the Turian Ghost adding its damage specifically to Assault Rifle Damage instead of Sniper Damage and so on. 

 

These evolution points allow for massively different builds unlike the current set up for DAMP where a power only has one upgrade it can acquire. I think DAMP could have easily taken a cue from ME3MP and each activated power could have had two attached upgrades but by choosing one you lock out the other. For example, in the case of Longshot It could have been as simple as having the Lance Upgrade (Piercing targets in a line, with the damage increasing against each target pierced in the line) or Armor Piercing (100% armor penetration against the target and  50% to 100% increased damage to guard and barrier). This would have allowed for build variations instead of seeing the same cookie cutter builds because every active power would have two or possibly three different options with their own strengths and weaknesses. 

 

I kinda wish they took the multiple upgrades per ability concept from DA2.



#44
BansheeOwnage

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It could be extremely different, I agree, because after the third point in each power you had to choose an evolution option when you put a point into it and it could drastically change the power of a given ability. 

 

Between the 65 characters in ME3MP, there is a pool of 73 (~85 if you include their different variants on Fitness/Power Boost) individual powers. Some classes however have the power evolve in a different way, such as the Tactical Cloak of the Turian Ghost adding its damage specifically to Assault Rifle Damage instead of Sniper Damage and so on. 

 

These evolution points allow for massively different builds unlike the current set up for DAMP where a power only has one upgrade it can acquire. I think DAMP could have easily taken a cue from ME3MP and each activated power could have had two attached upgrades but by choosing one you lock out the other. For example, in the case of Longshot It could have been as simple as having the Lance Upgrade (Piercing targets in a line, with the damage increasing against each target pierced in the line) or Armor Piercing (100% armor penetration against the target and  50% to 100% increased damage to guard and barrier). This would have allowed for build variations instead of seeing the same cookie cutter builds because every active power would have two or possibly three different options with their own strengths and weaknesses. 

I kinda wish they took the multiple upgrades per ability concept from DA2.

I agree with both of these statements. Either one would have been better than the simply singular upgrade.

 

And don't forget that we had the option to evolve our powers for the last three upgrades, creating even more possibilities and differences.



#45
Domiel Angelus

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I agree with both of these statements. Either one would have been better than the simply singular upgrade.

 

And don't forget that we had the option to evolve our powers for the last three upgrades, creating even more possibilities and differences.

 

It was in the first line of my post, Banshee :P



#46
twiffer

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the biggest frustration i have as a fairly casual (and extremely scrubby player) with DAMP is how frelling gear dependant it is. in short, the major difference between ME3MP and DAMP is power damage. the damage from your tech/space magic in ME3MP was what it was; whereas damage from your powers/magic magic in DAMP is keyed to your weapons. you take a max level fury out in ME3MP, you don't even need a gun, let alone a good one. you're just going to make biotic boom-booms and they will destroy your enemies. whereas you take a maxed out elementalist out and unleash a rain of fireballs on your foes...well, if you have a crappy staff, it's just going to tickle them.

 

couple that gear (and promotion) dependency with the fact that rare and unique are absolutely meaningless in DAMP, and you get the interminable grind mechanic. now, i don't mind grinding so much in SP. likewise, i see the value of a level 8 unique weapon...in SP. in MP, it kills the fun. i never promoted in ME3MP, unless i wanted to respec and didn't have any cards. and so what? why does DAMP want to force me to constantly relevel my character? fun, joyful gameplay is what will keep me coming back. not an interminable grind to make my gigantic warrior with a BFS actually feel powerful and not be felled by a single arrow.


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#47
BansheeOwnage

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It was in the first line of my post, Banshee :P

Bah, I misinterpreted it to mean only the 4th point had an evolution :pinched: Carry on! :blush:



#48
BiggyDX

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the biggest frustration i have as a fairly casual (and extremely scrubby player) with DAMP is how frelling gear dependant it is. in short, the major difference between ME3MP and DAMP is power damage. the damage from your tech/space magic in ME3MP was what it was; whereas damage from your powers/magic magic in DAMP is keyed to your weapons. you take a max level fury out in ME3MP, you don't even need a gun, let alone a good one. you're just going to make biotic boom-booms and they will destroy your enemies. whereas you take a maxed out elementalist out and unleash a rain of fireballs on your foes...well, if you have a crappy staff, it's just going to tickle them.

 

couple that gear (and promotion) dependency with the fact that rare and unique are absolutely meaningless in DAMP, and you get the interminable grind mechanic. now, i don't mind grinding so much in SP. likewise, i see the value of a level 8 unique weapon...in SP. in MP, it kills the fun. i never promoted in ME3MP, unless i wanted to respec and didn't have any cards. and so what? why does DAMP want to force me to constantly relevel my character? fun, joyful gameplay is what will keep me coming back. not an interminable grind to make my gigantic warrior with a BFS actually feel powerful and not be felled by a single arrow.

 

Promotions, with the way they worked in this game, was a pretty intimidating feature to go through for a lot of new players. I'm hoping they change the way the promotion system works in the next game (if there is one), so that it doesn't count towards you characters base stats. There should be a threshold to how good a specific character can be when running through the difficulties; with new items of higher ratings alluding to higher difficulties. Back in ME3, the damage you did was normalized and scaled up; depending on the difficulty. I imagine this made it much easier to balance the game, since you had fewer variables that needed accounting.
 

I always thought that promoting a certain character X number of times should have given you an item (be it a weapon, armor, or accessory) specifically for that character; and with unique abilities that compliments them.



#49
Ghost Of N7_SP3CTR3

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MEMP because I can't do this with DAMP yet.

 



#50
GreySpectre

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MEMP because I can't do this with DAMP yet.

 

 

Why y'all hate the Kobra Missiles? :(


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