Aller au contenu

Photo

So uh how much of an rpg will this be?


  • Veuillez vous connecter pour répondre
77 réponses à ce sujet

#51
capn233

capn233
  • Members
  • 17 292 messages

I think it is within the realm of possibility to make a balanced system with weapon weight affecting cooldown, but it is more difficult.

 

I would rather see something very loosely based on the ME2 system where different classes would have different starting capacities.  You can think of them either in terms of a number, or in terms of simply a number, or even more like different sized hardpoints (which is how it could be visualized on the weapon screen).

 

For example, something like Pistols and SMGs cost 1, and then ARs, SGs or SRs cost 2.  Adepts, Engineers and Sentinels start with a capacity of 2, Vanguard and Infiltrator at 3, and Soldier at 4.

 

Another alternative that is more directly like hardpoints could be a return to a more ME1 like armor tier system, where the lighter armors give you some advantage to speed and possibly power use but don't allow the carriage of as many weapons, up to the heavy armor which allows more weapons and gives better damage protection at the expense of agility.  The armor class would be more or less class restricted, but eventually upgradeable for slightly more capacity.



#52
Dabrikishaw

Dabrikishaw
  • Members
  • 3 243 messages

Exactly like Mass Effect 3.



#53
Amplitudelol

Amplitudelol
  • Members
  • 453 messages

Will the game be more complex than the previous mass effect games or will it be more simple?

 

It will be probably an easy to learn easy to master shooter/action game with light rpg elements but awesome characters, story, atmosphere, well worked out illusion of choice to make up for it. Based on the actual info about the game - which is nothing - it can be anything but this is Bioware owned by EA, I think its safe to assume what ive just described. Or you could just assume direct control.



#54
rashie

rashie
  • Members
  • 910 messages

Complexity and depth are not the same thing in video game design. You want to aim for having as much depth as possible without going overboard on complexity, else you get a game that feels wide but maybe not all that deep.

 

That is unless they are aiming their product at hardcore cRPG players, which is something they haven't done for over 6 years now.



#55
KaiserShep

KaiserShep
  • Members
  • 23 806 messages

I don't give a pyjak's uterus about anything other than having a fair amount of control over my character's personality. So long as I have that along with the general area ME3 stood in terms of build and gameplay I'll be happy. 



#56
AlanC9

AlanC9
  • Members
  • 35 624 messages

Truthfully, I don't know why ME1's inventory and gear management and UI was so bad since Bio have done much better before.


My best guess was that Bio had lost interest in loot. The tiered weapons struck me as the sort of thing you do when you don't really believe in item progression, but you think you have to do it anyway because your audience expects it.

#57
Lady Artifice

Lady Artifice
  • Members
  • 7 241 messages

A system has to function, obviously. It's not worth anything if it doesn't work.

 

But the best writing is pretty much always simple writing. Hard, clean, simple characters, themes, and plots. Complex writing is nearly always bad writing.

 

No.


  • dreamgazer et rashie aiment ceci

#58
BabyPuncher

BabyPuncher
  • Members
  • 1 939 messages

Yes. Simple solutions to simple problems. You get convoluted, you end up making a mess of things or writing pointless content.

 

Pretty much every brilliant moment in fiction I can think of is of plots, characters, and conflicts which can be summed up in a single sentence.



#59
Lady Artifice

Lady Artifice
  • Members
  • 7 241 messages

Complex =/= Convoluted. Conflating the two is a gross misuse of terms.



#60
BabyPuncher

BabyPuncher
  • Members
  • 1 939 messages

Whatever word you prefer. Do you have any examples of content in BioWare games you consider superior for being complexly written?



#61
Lady Artifice

Lady Artifice
  • Members
  • 7 241 messages
Oh, yeah sure. I can see that going well.

I'd rather use samples from actual literature, like for example, anything by Hemingway. Hills Like White Elephants is the best representation of complex characterization and conflict conveyed quickly and efficiently that I can think of.

#62
Zekka

Zekka
  • Members
  • 1 186 messages

Complexity and depth are not the same thing in video game design. You want to aim for having as much depth as possible without going overboard on complexity, else you get a game that feels wide but maybe not all that deep.

 

That is unless they are aiming their product at hardcore cRPG players, which is something they haven't done for over 6 years now.

Complex wasn't the right word to be used



#63
CHRrOME

CHRrOME
  • Members
  • 666 messages

I will use ME3 as base. A bit more 'developed' and that's about it.

Same happened with DA:I, I was hoping for a DA:O 2.0, but I guess I was wrong... At the same time, ME was never a truly 'complex' game anyways.



#64
Joseph Warrick

Joseph Warrick
  • Members
  • 1 290 messages

When they were making ME2, Christina Norman led the gameplay away from the traditions of one defined genre. There is a presentation on the topic somewhere.



#65
mickey111

mickey111
  • Members
  • 1 366 messages

When they were making ME2, Christina Norman led the gameplay away from the traditions of one defined genre. There is a presentation on the topic somewhere.

 

yeah, I haven't read the presentation, but I think I like how yahtzee described it. Something about painting the entirety of AAA budget gaming in one boring moldy texture of pale gooby looking coating of pale grey and brown. Ubisoft are by far the worst offenders in this regard though, basically everything they've made since assassins creed seems like the same game with slightly different looking shades of brown and grey. 

 

this means gaming is officially big business, and that it's soaring up and beyond the halls of valhalla towards the league of greatness from which the top of the pops and hollywood action movies have been since decades before. yaaaay...



#66
Ahglock

Ahglock
  • Members
  • 3 660 messages

Less RPG depth than I'd like more RPG depth than some others will like is my guess. 



#67
AlanC9

AlanC9
  • Members
  • 35 624 messages
So far the concrete examples I've heard here -- total weapon weight reducing movement and a return to ME1 weapon accuracy -- sound like they'd make the game worse. Anyone got anything else?
  • pdusen aime ceci

#68
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

So far the concrete examples I've heard here -- total weapon weight reducing movement and a return to ME1 weapon accuracy -- sound like they'd make the game worse. Anyone got anything else?

How about a Mark & Execute feature like Splinter Cell? You give your character detailed instructions, and then the character caries them out, succeeding or failing based on the merits of the character and the merits of the instructions.

#69
Scofield

Scofield
  • Members
  • 583 messages

Depends i guess, i hope personally the new blood has some great ideas to implement cause for me the ME trilogy is now old, Gears of War is now old, i hope they can bring more new to the table than old, i dont just want the ME trilogy redone in a new format i want a completely new game



#70
AlanC9

AlanC9
  • Members
  • 35 624 messages

How about a Mark & Execute feature like Splinter Cell? You give your character detailed instructions, and then the character caries them out, succeeding or failing based on the merits of the character and the merits of the instructions.


That worked there, but isn't that awfully radical for this franchise?

#71
AllianceGrunt

AllianceGrunt
  • Members
  • 200 messages

I think combat in ME3 was spot on, the only thing I didn't like is how you got upgrades there should be the opportunity to buy them all from the store at the start as well as picking them up on mission. Story in ME3 well, yeah...bad. A story more like ME would be better based more around exploration, landing on planets etc. In the traverse you could do pretty much whatever you wanted without everything being this 'galaxy-wide changing decision' that just felt so overdone in ME3. We definitely need to customise the ship with different choices of weapons and armour etc. 



#72
slimgrin

slimgrin
  • Members
  • 12 461 messages

Not holding out hope for in depth mechanics when the series has gotten progressively simpler. 



#73
mickey111

mickey111
  • Members
  • 1 366 messages

So far the concrete examples I've heard here -- total weapon weight reducing movement and a return to ME1 weapon accuracy -- sound like they'd make the game worse. Anyone got anything else?

 

 

weapon weight reducing movement making the game worse is something I might agree with, but if they weighted the armor and expanded on armor customization, well it might be better. I can imagine a soldier wearing lighter armor would be able to run faster in general, and be able to use a greater variety of weapons. The big bulky cerberus type who wear what could very easily be consider power armor sized gear would run slower in general, and have fewer guns, but this is where expanding on armor customization comes in to make heavy armor more appealing. Heavy armor could be outfited with the heavy guns, the artillery, the launchers, the chain guns, the jet packs for height, the thrusters for large but short term bonuses to running speed. The light armor can't support these modifcations because light is simply too small for fitting them on, and heavy armor use fewer weapons because they got arms like roast hams and fingers like german sausages.



#74
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

That worked there, but isn't that awfully radical for this franchise?

Did it work there?  I thought it was poorly received.

 

I offer it merely as a suggestion for how to get RPG mechanics into the game.  It's a target to which to aspire - the ability to have the character act entirely based on his skills, without the player's real-time input.  How specifically BioWare delivers that doesn't really matter.

 

That's how to make MEA more of an RPG.



#75
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

So far the concrete examples I've heard here -- total weapon weight reducing movement and a return to ME1 weapon accuracy -- sound like they'd make the game worse. Anyone got anything else?

Also, I like that movement idea, and I've always been a fan of ME1's accuracy system (though it needed some adjustment - Shepard was too inaccurate early in the game).

 

For accuracy, I'd enjoy going full VATS for every shot, but I doubt that would be a popular suggestion.