For the main topic: I overall hope they keep the same classes maybe add a couple powers from multiplayer that you have the option to take. I don't want trimmed down MP classes in the SP game. I'd be okay with a classless system, but I think it would be hard to balance.
All This Speculation About Classes Is Making Me Nervous
#26
Posté 07 septembre 2015 - 08:38
#27
Posté 07 septembre 2015 - 08:38
You know, even with just general dialogue, you have to be careful.
For example, technical conversations. Like when Shepard and Tali discuss how to move through the geth ship. Having characters speak in those sort of terms and bounce ideas off one another is one of the easiest and yet most effective ways of establishing characters as smart. You don't have to mess with around with plot or anything, it's just conversation. Easy writing. I'd really like to see more of than in Mass Effect.
Anyway, that should not be restricted to engineers. I don't want my character to be reduced to mumbling anytime a technical topic comes around just because he's not a technical class.
#28
Posté 07 septembre 2015 - 08:42
Overall though I don't mind if the story changes are minor like a engineer can use a engineer interrupt and help fix a town's power supply as they relying on old tech but doesn't know how to fix it. and then you get additional good will from the town, not change the story good will but maybe extra discounts at a shop good will.
Ehhh...
Fixing a town's power is a little too big of a consequence. Not as big as someone dying, but still too big.
But secondly, even if it wasn't, this kind of thing introduces all kinds of headaches about the party members you have at the moment. Now we have to think about how we handle a player who does or doesn't have an engineer with them. Now we need to think about a whole system for how that's going to work.
#29
Posté 07 septembre 2015 - 09:13
Gothic 1 & 2 did this well. You don't start with creating a class or a character and as you play the game you basically build your character with learning points and joining various factions that geared towards what playstyle you want.That was the first alternative to the current approach that came to my mind. But then how do you deal with cross class builds, I guess they could do away with classes completely. Just let people created whatever wacky character they want, though I don't know how I'd feel about that.
Let's say you want to have a warrior playstyle, you had the choice to join the Paladins, militia or mercenaries and there were people that would train you to better your warrior playstyle there. The game wouldn't stop you from dabbling into archery or magic either but you wouldn't be able to max out magic or archery due to the limited amount of learning points you could acquire throughout the game.
#30
Posté 07 septembre 2015 - 11:51
While I've been vocal about how I'd like to see the existing classes expanded on with some of the more out-there features that were included in ME3 MP(swords, power armor, biotic whips, omnibows, etc), that is within the confines of keeping the same six classes we've had, just allowing for more variety within them so there's more difference between two given player's soldiers or infiltrators than what branch they took on the same power they all get.
I suppose the complete other direction to go would be to go the Skyrim route where there are no classes, you start as something of a blank slate, ability wise, and advance with complete freedom in that regard, so it becomes less of a question of "you chose sentinel, so you specialize in tech and biotics" and more of a "you specialized in tech and biotics, so now you're a sentinel" situation.
If they were going to completely revamp the class system, that's how I'd see them doing it.
#31
Posté 08 septembre 2015 - 05:11
They're also responsible for the Omega DLC, which provided the only class-based interrupt in the entire trilogy.
And the worst dlc ever, besides pibacle station
#32
Posté 08 septembre 2015 - 05:15
And the worst dlc ever, besides pibacle station
Personally I'd rank Overlord as the worst. Too much Hammerhead platforming and geth, which are by far the most annoying damn enemies to fight in ME2. The only thing that's truly good about that DLC to me is the final dialogue, but even that is somewhat marred by how ridiculous David's restraints are. Like, did he really have to be in a torture machine with his eyes held open?
#33
Posté 08 septembre 2015 - 05:38
Personally I'd rank Overlord as the worst. Too much Hammerhead platforming and geth, which are by far the most annoying damn enemies to fight in ME2. The only thing that's truly good about that DLC to me is the final dialogue, but even that is somewhat marred by how ridiculous David's restraints are. Like, did he really have to be in a torture machine with his eyes held open?
You know, I always figured the Overlord DLC was essentially built based off that design; a guy rigged up in restraints like that with the tubes going into his mouth and the eye clamps and everything, they had the designs going back to art school where they thought it would be the center piece to some statement about the human condition or some such, and the call came in, "We've got this rough outline for a new ME dlc, make something out of it it" and the guy looked at the outline, looked at his old sketch, and just filled it in to fit that design in and build the dlc around it.
But I let my imagination run wild some times.
- Dar'Nara et Lady Artifice aiment ceci
#34
Posté 08 septembre 2015 - 06:03
You know, I always figured the Overlord DLC was essentially built based off that design; a guy rigged up in restraints like that with the tubes going into his mouth and the eye clamps and everything, they had the designs going back to art school where they thought it would be the center piece to some statement about the human condition or some such, and the call came in, "We've got this rough outline for a new ME dlc, make something out of it it" and the guy looked at the outline, looked at his old sketch, and just filled it in to fit that design in and build the dlc around it.
But I let my imagination run wild some times.
It makes sense to me. Start with a horrific image, something designed to hit the viewer like a punch in the gut, and then try to build a story around it. Sometimes they're going to come up with a plot that doesn't quite fit the nightmarishness of the original concept.
Because truly, that was ridiculous. There's no way his restraints could possibly need to be that elaborate or agonizing.
#35
Posté 08 septembre 2015 - 06:12
Yeah. I was like, you know, there's a place for this. The Animatrix. Shadowrun. Few dozen others. Hell, there's even a place for this in Mass Effect where you could have the Collectors or the Reapers do something like this. But Overlord wasn't the place for it.
- Lady Artifice aime ceci
#36
Posté 08 septembre 2015 - 06:16
You know, I always figured the Overlord DLC was essentially built based off that design; a guy rigged up in restraints like that with the tubes going into his mouth and the eye clamps and everything, they had the designs going back to art school where they thought it would be the center piece to some statement about the human condition or some such, and the call came in, "We've got this rough outline for a new ME dlc, make something out of it it" and the guy looked at the outline, looked at his old sketch, and just filled it in to fit that design in and build the dlc around it.
But I let my imagination run wild some times.
It kinda goes to the games' lack of subtlety. You'd think that David's dialogue in the memories you can access, and the "make it stop!" that he's constantly screaming from his own thoughts would be adequate, but I guess not.
- Lady Artifice aime ceci
#37
Posté 08 septembre 2015 - 07:46
I have a feeling about that the classes are going to be limited for 3 this time.
I can go with 3 classes either : one can be a pure firehouse with the best and strongest guns in the game. the 2nd and 3rd can be tech or biotic expert.
But we are going to be in real trouble if the guns and powers are going to be extremely limited ( ME2 anyone ? ) for each class, that won't be an RPG anymore.
Modifié par countofhell, 08 septembre 2015 - 07:52 .
#38
Posté 08 septembre 2015 - 07:48
I'm really hoping that they stick to unlimited access to weapons like in ME3, even if I have to unlock the skills myself, I'd rather not have certain weapons be totally off limits.
- countofhell et Salfurium aiment ceci
#39
Posté 08 septembre 2015 - 08:16
Ehhh...
Fixing a town's power is a little too big of a consequence. Not as big as someone dying, but still too big.
But secondly, even if it wasn't, this kind of thing introduces all kinds of headaches about the party members you have at the moment. Now we have to think about how we handle a player who does or doesn't have an engineer with them. Now we need to think about a whole system for how that's going to work.
I actually think it would be OK, although maybe it would be better to scale these kinds of things. Any class could repair the power, but to what extent depends on their technical knowledge; a Soldier would just about about bodge it back together with the townsfolk thanking them, but granting no discounts and commentary that they're worried about how long it'll last whereas an Engineer would be able to repair it almost completely, with a minor discount and the townsfolk exclaiming how it's never run better.
Regarding team members you just need to defer to whoever has the best ability to do the job and the community reacts accordingly, the balance there would be that no team member would be able to match a specialist player character in a particular field.
It doesn't take much, and it doesn't have to be dramatic, but small reactions like this can really help cement your character in the world. In my opinion these kind of reactions are vital to create a believable universe.
- Salfurium aime ceci
#40
Posté 08 septembre 2015 - 03:37
#41
Posté 09 septembre 2015 - 12:15
I'm pretty sure we're getting the same classes in ME:A but I wont be surprised if ME3's multiplayer powers are added to the mix.
- Lady Artifice aime ceci
#42
Posté 09 septembre 2015 - 12:59
#43
Posté 09 septembre 2015 - 04:17
#44
Posté 09 septembre 2015 - 04:30
They're also responsible for the Omega DLC, which provided the only class-based interrupt in the entire trilogy.
I really hope that we get SO more of those in ME:A

- themageguy aime ceci
#45
Posté 09 septembre 2015 - 05:13
I like what we got through the series. I liked having biotic based classes and sniper based classes and so on. Vanguard is probably my favorite from bunch, it's quite fun to play, hop punch hop punch hop.. Though there probably is going to be at least some changes and that's okay for me.
Overall I liked ME3's skill system most, but I'd like weapons be restricted to class like in earlier games. I'd also like to see skills being more restricted to classes, cause it makes no sense that soldier uses shockwave and so on.
#46
Posté 09 septembre 2015 - 06:37
I like what we got through the series. I liked having biotic based classes and sniper based classes and so on. Vanguard is probably my favorite from bunch, it's quite fun to play, hop punch hop punch hop.. Though there probably is going to be at least some changes and that's okay for me.
Overall I liked ME3's skill system most, but I'd like weapons be restricted to class like in earlier games. I'd also like to see skills being more restricted to classes, cause it makes no sense that soldier uses shockwave and so on.
I think the way they explained that last bit was that no matter what, Shepard was at least a latent biotic. It was a case that instead of him not being exposed to eezo at all in a engineer/soldier/infiltrator playthrough, he was exposed to it but never really developed the potential it granted him.
#47
Posté 09 septembre 2015 - 07:15
I think the way they explained that last bit was that no matter what, Shepard was at least a latent biotic. It was a case that instead of him not being exposed to eezo at all in a engineer/soldier/infiltrator playthrough, he was exposed to it but never really developed the potential it granted him.
Not bad, as hand waves go, but I'd rather they not repeat it.
#48
Posté 09 septembre 2015 - 07:41
I think the way they explained that last bit was that no matter what, Shepard was at least a latent biotic. It was a case that instead of him not being exposed to eezo at all in a engineer/soldier/infiltrator playthrough, he was exposed to it but never really developed the potential it granted him.
That sounds bit like: "Oh well let's just give this to players as explanation. It all makes sense now."
#49
Posté 09 septembre 2015 - 07:53
Just charge without nova is like warp without throw. No nova, no deal.As long as I get to Vanguard charge I'm happy.
I hope we start out with the 6 default classes and via the passive skill you can evolve into subclasses, (e.g. Bastion, nemesis from ME1) which provide offensive or defensive bonuses to your powers.
I hope each power is tied to a power slot so it's impossible to go wrong for newcomers and veterans (balance) which would provide structure to custom classes.
E.g. Adept:
Primary: Singularity, Dark Sphere or Annihilation Field
Secondary (primer): Warp, Reave, Dark Channel
Tertiary (detonator): Throw, Shockwave, Lash, Slam
4th (crowd control): Pull, Lash, Shockwave
5th (direct damage): Cluster Grenades, Lift Grenade, Smash, Flare
6th (utility): Barrier, Biotic Focus, etc
7th (bonus): bonus powers
- kajtarp et Lady Artifice aiment ceci
#50
Posté 09 septembre 2015 - 08:15
Im open for new classes. if they are decent. And i also want to be able to choose my class powers. Get rid of the classes? I don't really want that.
Made a thread how i want the new classes to be handled:
http://forum.bioware...your-character/





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