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Exploring with Mako, it was tedious and boring in ME1


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#26
Chealec

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I dont understand why Bioware wants to implement that feature again.

Just to artificially extend the playing time?

 

I remember one of the tips for DAI when it was released and people stopped playing it after 2 hours.

 

"Leave the HINTERLANDS!".

 

People just dont want to explore huge maps with static placed NPC's with boring fetch / collect quests. It's so time consuming and boring.

 

... and yet it was still better than planet scanning or the Firewalker missions in ME2 ...


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#27
Kroitz

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This will just show if BW can actually improve on a lackluster feature instead of removing it.



#28
78stonewobble

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... and yet it was still better than planet scanning or the Firewalker missions in ME2 ...

 

It wasn't to me...

 

Subjective... not objective. 


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#29
Chealec

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It wasn't to me...

 

Subjective... not objective. 

 

You enjoyed the planet scanning?! O_o



#30
Xaijin

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... and yet it was still better than planet scanning or the Firewalker missions in ME2 ...

 

 

Not quite as crappy as this other crap is not a ringing endorsement. Planet scanning was at least faster than fighting with mountains in the armstrong cluster only to have your vehicle one shot from across the map by an Armature.

 

The mako was crap.


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#31
Chealec

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Not quite as crappy as this other crap is not a ringing endorsement....

 

:)



#32
Il Divo

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You enjoyed the planet scanning?! O_o

 

Definitely not, I'm with you on that front. But my endorsement of planet-scanning was that it likely cost them less money to implement. Given the choice between two features which I dislike, I'd rather Bioware implement the one which costs them less money, all other factors being equal. ​



#33
Elhanan

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Am all for the return of the Mako; simply do not want all the points of interest to be fixed as in ME1. Exploration should also have random encounters, and if possible, not every replay should be exactly alike.

#34
Xaijin

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This will just show if BW can actually improve on a lackluster feature instead of removing it.

 

 

And the man hours and money spent doing that could have added all the available races to be the Pathfinder, which is a feature people actually asked for since me2 was a thing. Usually giving customers what they want within helps generate goodwill and sales.



#35
Flaine1996

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The mako wasnt all that bad got to see alot of pretty scenery though I wished they'd improve on it more and not make us climb over impossible mountains... and not as open world as Dragon age Inquisition... God that place was big and I got lost a lot >.>  and please put the fetch quest into a minimum amount and exploration be part of the main storyline at the very least... Here's hoping...



#36
Kroitz

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And the man hours and money spent doing that could have added all the available races to be the Pathfinder, which is a feature people actually asked for since me2 was a thing. Usually giving customers what they want within helps generate goodwill and sales.

 

Giving customers a quality product with a clear direction and refined mechanics does the same.


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#37
Eternal Phoenix

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Since the Baldur's Gate series, Bioware have only tried the open world exploration twice again, the first being Mass Effect and the second being Inquisition. I don't think Origins or Jade Empire were open enough to qualify. Either way those titles didn't capture the essence of the Baldur's Gate series in what they achieved with its open regions which had story and quality content in them that made them rewarding to explore.

 

Inquisition's open environments looked unique and effort clearly had gone into creating them but unfortunately the aesthetics were just a veil over what was really just a barren wasteland like with the worlds of Mass Effect.

 

Give us reason to explore these open regions. Fetch quests and resource collecting is not just repetitive but boring too. Occasionally in Mass Effect we got a quest on one of those worlds that had a story, that's what we need more of. I'd like to see side quests in these open regions that somehow relate to the story or are a side plot on their own.

 

I haven't played the new Mad Max game but its vehicular control is what maybe Bioware should aim for with the mako: mindless fun. If I'm going to be on some nearly empty planet then can I at least have a car that can drive fast rather than one that is a chore to manage? The mako itself can be improved with how it feels and controls. I want it to feel heavy when I'm driving it, perhaps it can even smash through natural structures but the versatility comes in when it's able to drive up uneven cliff-sides and propel into the air.



#38
katerinafm

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Do you REALLY THINK that? I skipped the the Mako mission completley after I tried them the first two planets. I played ME1 four times without those missions.

 

100%. Like I said in my first post, I believe they made the exploring really worth it.


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#39
SolNebula

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100%

 

Nah considering you skipped all the Mako missions you probably played 50% of the entire game content, your loss you probably didn't even know what was Cerberus...LOL



#40
katerinafm

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Nah considering you skipped all the Mako missions you probably played 50% of the entire game content, your loss...LOL

 

Uh, except I did do all the mako missions and my first post on this topic was me saying I loved the Mako? o.O the 100% is because the OP questioned that.



#41
SolNebula

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Uh, except I did do all the mako missions and my first post on this topic was me saying I loved the Mako? o.O the 100% is because the OP questioned that.

 

Sorry pal my reading comprehension failed terribly this time I thought you said you 100% support the comment.

Fool on me.



#42
Il Divo

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Nah considering you skipped all the Mako missions you probably played 50% of the entire game content, your loss you probably didn't even know what was Cerberus...LOL

 

Honestly, that was probably for the best. The whole "Admiral Kahoku" sequence pretty much exemplified everything that was wrong with the quantity over quality approach. ​

 

This was one advantage that games like KotOR and Jade Empire had. Side-quests were implemented as extensions of the areas in the main quest and helped fit them to whatever theme the area was going for.



#43
Capt_Kangaroo

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I was fortunate that I played ME2 first.

I had to have a knee reconstruction that was going to lay me up for a while and the local PC shop recommended ME2, I enjoyed it that much that I bought ME1 which completely changed ME2 play through. If I had played ME1 first, I don't think I would of bothered with ME2 because I found the whole Mako thing as boring as hell.

 

If Bioware goes with the Mako thing again, lets hope it's not boring "go fetch" missions. :(

 

Cheers



#44
SolNebula

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Honestly, that was probably for the best. The whole "Admiral Kahoku" sequence pretty much exemplified everything that was wrong with the quantity over quality approach. ​

 

This was one advantage that games like KotOR and Jade Empire had. Side-quests were implemented as extensions of the areas in the main quest and helped fit them to whatever theme the area was going for.

 

Nah I disagree ME1 side-quest were nice little self-contained stories that added to the lore and to the entire feeling of exploring the galaxy. You learn plenty of things about the Alliance, Cerberus and other organizations such as Exogeni. ME3 fetch quests instead were simply terrible.


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#45
SolNebula

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I was fortunate that I played ME2 first.

I had to have a knee reconstruction that was going to lay me up for a while and the local PC shop recommended ME2, I enjoyed it that much that I bought ME1 which completely changed ME2 play through. If I had played ME1 first, I don't think I would of bothered with ME2 because I found the whole Mako thing as boring as hell.

 

If Bioware goes with the Mako thing again, lets hope it's not boring "go fetch" missions. :(

 

Cheers

 

Most of Mako missions in ME1 weren't fetch quest but actual missions with actual content and story. They seemed repetitive because many planets were empty and bland and because they recycled all the secondary hangars areas. However these missions had more story than most ME2/3 side-quests. ME3 was the KING of fetch-questing.



#46
mickey111

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Hear that Bioware, OP had a bad experience with exploration in games once, that means exploration is ****.



#47
Il Divo

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Nah I disagree ME1 side-quest were nice little self-contained stories that added to the lore and to the entire feeling of exploring the galaxy. You learn plenty of things about the Alliance, Cerberus and other organizations such as Exogeni. ME3 fetch quests instead were simply terrible.

 

I'd argue that none of that has to do with Mass Effect's structure, which serves to hurt more than help.

 

The whole point of exploration should be to highlight the feeling of discovery. It's not good exploration when each planet has the exact same homogenized presentation: land on Mako, make a straight line for the single base located on each planet, kill 2 rooms of enemies, rinse and repeat. All it did was add an extra layer of filler time to get to the actual goal of the mission.

 

In a TES game, for example, there might be points of interest the player might explore. Of course, you're also liable to find all sorts of things along the way which you weren't expecting: an alternate quest, a small village, etc. Mass Effect has none of this, unless we're counting salarian medallions and minerals. ​
 


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#48
zestalyn

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My favorite thing about the Mako are the thresher maw fights, those were pretty fun. Also jumping on geth.

Being inside a Mako can be fun, but a problem with ME1 is that 90% of the time you're just driving around empty space, going over and around hills and failing, and picking up "read it" collectibles that you stop caring about after awhile because nothing much comes out of them. If there's going to be exploration, there has to be alot of things to explore. Alot of cool things have to happen. Not just one sort of cool thing. Alot, to justify the amount of time it would take to survey an entire area.


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#49
Dean_the_Young

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I'd argue that none of that has to do with Mass Effect's structure, which serves to hurt more than help.

 

The whole point of exploration should be to highlight the feeling of discovery. It's not good exploration when each planet has the exact same homogenized presentation: land on Mako, make a straight line for the single base located on each planet, kill 2 rooms of enemies, rinse and repeat. All it did was add an extra layer of filler time to get to the actual goal of the mission.

 

In a TES game, for example, there might be points of interest the player might explore. Of course, you're also liable to find all sorts of things along the way which you weren't expecting: an alternate quest, a small village, etc. Mass Effect has none of this, unless we're counting salarian medallions and minerals. ​
 

 

It didn't (or did it?) help that when most people pointed at 'exploration' as something they enjoyed, what they pointed at specifically was 'pretty skybox and scenic look.' And don't get me wrong, there are some scenic looks there- but it's really not a wonder why Bioware started putting in more 'impressive scenic views' on footpaths rather than vehicle sections.


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#50
SolNebula

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I'd argue that none of that has to do with Mass Effect's structure, which serves to hurt more than help.

 

The whole point of exploration should be to highlight the feeling of discovery. It's not good exploration when each planet has the exact same homogenized presentation: land on Mako, make a straight line for the single base located on each planet, kill 2 rooms of enemies, rinse and repeat. All it did was add an extra layer of filler time to get to the actual goal of the mission.

 

In a TES game, for example, there might be points of interest the player might explore. Of course, you're also liable to find all sorts of things along the way which you weren't expecting: an alternate quest, a small village, etc. Mass Effect has none of this, unless we're counting salarian medallions and minerals. ​
 

 

I said it earlier the problems with these quests were that BW in ME1 had an ambition to create vast areas to explore with the Mako however due to tech or time constraint the product we got was half-baked. The planets were there in their structure but BW didn't have the time to fill them with content and additional activities(killing thresher maws, helping the Alliance soldiers against Rachni assaults were only few that made to the final game). The result of this (combined with the recycling of the hangars areas they did) created the impression that those quests were repetitive and boring, however you would agree with me that ME1 side-quests stories were more in depth than most of ME2 and ME3 side-stories.

 

In conclusion I would say that in ME1 BW laid the foundations for a better exploration experience and now they have to make this ambitious vision, real. One things is asking for improvements another is asking to remove these features altogether. ME2 and ME3 had no exploration in it....and if we want to simplify them most of the missions were: you land from the Kodiak, you move throgh corridors and shoot enemies in a pre-defined path till you reach your point. Mission done. At least exploration gives you a break and let you focus on something else other than shooting things down.


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