They rushed MP and the core design made adding content really difficult / dev tools not so friendly
My hope, oft stated, is they don't pull this same b.s. with Andromeda.
They rushed MP and the core design made adding content really difficult / dev tools not so friendly
And hopefully the next Dragon Age (I hope, I do love the series) has a MP that actually had time put into making itMy hope, oft stated, is they don't pull this same b.s. with Andromeda.
BETA on console is pretty much finished product demo nowadays. It's literally on there to test the servers.
TBH Battlefront is more of a finished product than DAIMP.... Which is a sad state of affairs seeing one has been out for a year and is still bug ridden and one is a "Beta".
the only points of comparison between ME3MP and DAMP are they are both optional add-on modes for primarily SP games, and both developed by bioware. oh, and constant calls for new game modes from the community.
ME3MP was a proof-of-concept that was wildly, unexpectedly successful (particularly given all the WHY IS THERE MP IN MY MASS EFFECT, MAKE IT STOP!!!! posts prior to anyone playing it.) bioware hoped to capture that same lightning in a bottle with DAMP, and failed. i honestly think they may have provided more budget and resources for the DAMP team (at least initially) than for ME3MP. why did DAMP, then, not fair better? simple: DAMP needed to be a full-blown game to work as designed; ME3MP did not.
consider weapon level progression. in ME3MP, weapon leveling followed SP: limited choices, but all upgradable. yes, more weapons were added, but the functionality of leveling was the same. you might get a crappy weapon in ME3MP, but if you get the same crap weapon 10 times, it might be better than a better weapon that you got once or twice. also, you'd stop getting it. DAMP follows SP weapon progression, in the worst possible way. in SP, you get weapons that suit your player level and move steadily up as you level up. you can sell your crap and buy more useful stuff, or craft things that are just better. in the DAMP version, you are endlessly grinding the same battles, becoming more powerful, but still getting useless crap that you can salvage, sure. but since you can share one weapon across all kits in a class, you need only make on set of upgrades. also, you cannot craft armor upgrades. once you've unlocked all kits and gotten your weapons upgraded...salvage is useless. also, things like level 10 uniques and level 20 commons make sense in SP, but no sense in MP. if getting another highland dirk improved the weapon, the would not be the joke they are. loot in DAMP is a literal crap-shoot, and that is one of the major reasons no one spent money on chests. a rare or ultra-rare in ME3MP was meaningful; in DAMP it might be something good, or it might be a rune and gift of the mountain-father.
also, in DAMP, promoting is essential. you don't promote, you're doomed. in ME3MP promoting was for e-peen and respecing. otherwise, you made it to 20 and you played that way, if you liked the build. constant leveling is not all that fun. gear acquisition was a lot less important in ME3MP. if you had skill, you could play no matter what you had. hell, if you were, say, a fury, you might not even bother bringing a gun. because BOOM. combos were easier to setup and extremely useful. kill-helping by your teammates didn't mean you would die because you lost HoK.
i could go on. the short of it is that ME3MP was more successful because the SP was more suited to being adapted to MP. DAMP was more ambitious, but built on a base that was meant for SP. there was not enough modification of assets when reused in MP. the lesson, hopefully, learned is not that a co-op dungeon crawler in the DA would is unviable; instead, it is that it needs to be a full game; it doesn't work as an afterthought.
any good? I downloaded it but haven't played yet
While I agree with your analysis, I disagree on the conclusion that it has to be a full game. I think the intention was to develop on the surprise success of M3MP, with more advanced skill trees, crafting and rewarding promotions. Too bad it didn't work out fully as intended - but I still see a quite fun addition to the SP that I'm still enjoying.
One problem that all these games need to cope with its too keep both "hardcore" and "casual" players satisfied. It seems to me that the former group are the most discontent here, and I hope MEAMP will provide some improvements in that area. For me, as a SP / casual MP, DAIMP isn't so far from target as some seem to think
probably could have been better worded. does it need to be a separate title? probably not. but the reuse of SP assets did not work as well as in ME3MP. particularly with blue and purple cards. something as simple as item lvl 1-10 = grey, 10-20 = blue and 20+ = purple would have made having a guaranteed rare or unique in a chest actually mean something. also, MP crafting is mostly useless. instead of a hamstrung version of SP crafting, they could have implemented something that, say, actually let you improve the reams of dross you accumulated.
above all though, more maps. maps, maps, maps.
also, the inability to select faction remains a baffling decision. i assume there is a technical reason; otherwise it just feels like spite. these are all issues that would have been far easier to address if not tied to the SP code base, or had more leeway to tinker with MP child objects, etc.
edit to add: on promotions...i get they wanted to give them a purpose and for some reason promotions equals replay value? in someone's mind at least. for me, fun equals replay value. and in the initial iteration of DAMP, i did not have fun. armor was useless, guard was a lie, warriors felt like they did no damage, etc. and so on and so forth. there have been a lot of improvements, to the point that i can actually enjoy myself, and even duo perilous (with my crappy stats) with my wife, provided we aren't facing qunari. **** those guys. the grinding and the extreme gear dependence make for a much higher entry bar than with ME3MP. back to the fury as an example: with a fury, who cares what the hell gun you had? you're biotic exploding the holy hell out of everything. gun is optional, at best. with a mage in DAMP, you still need a good staff, because your powers are tied to your weapon damage. i suppose it makes some sense, but with the gear leveling and RNG and the fact that you can still get a frelling raider greatsword in a chest on perilous (or up, i assume, i haven't gone high because casual scrub), it is extremely frustrating. there are about 3 useful weapons per class, and everything else is salvage.
frelling
I liked Farscape too.
Same goes for me I guess! I agree that item rewards leaves a lot to be desired. I remember that I for a - very - short time actually cared for each item in the chests, since even the greys could mean an improvement. And I treasured each and every rune. If only the game could have stayed that way longer.probably could have been better worded... <snip>