Just one more reason to go with Intel and Nvidia all the way!
No HD remake?
#26
Опубликовано 05 Декабрь 2015 - 02:23
- Это нравится: Jeffonl1
#27
Опубликовано 05 Декабрь 2015 - 03:56
100%Just one more reason to go with Intel and Nvidia all the way!
You cant go wrong!
- Это нравится: geth47
#28
Опубликовано 06 Декабрь 2015 - 08:19
Is it the CPU or GPU from AMD which causes the bug? My current system has an AMD FX-6300 CPU and a Nvidia GTX970, I've encountered no black pixel issues in the first game.
It is the CPU and that's surprising that you don't have it (I have a 6350 and the bug is present.). Sorry for the late reply, only saw this now. What platform do you play the game on?
100%
You cant go wrong!
I'm beginning to think the same thing (I have a Nvidia GTX 750 Ti though, so I'm halfway there.).
#29
Опубликовано 06 Декабрь 2015 - 08:20
100%
You cant go wrong!
Ignore this; I merged this post with the previous one but I can't delete this one.
#30
Опубликовано 07 Декабрь 2015 - 12:49
Well it seems I've jinxed myself but saying I've never had the glitch because walk into Peak 15 and there it is. Don't know how I've managed to avoid it in previous runs.
Edit: Guess I'll just play the affected sections on my spare PC, it has an Intel E7400 and a GTX760, and then copy the saves back to continue on my main PC. Not an ideal solution but at least I'll still have proper lighting which I lose with the 'viewmode unlit' command. Only real problem is that playing on a 4:3 screen is going to be a nightmare after so long with widescreen.
#31
Опубликовано 07 Декабрь 2015 - 07:49
Remake or Remaster? To me those are two very different things. A remaster could be done by a smaller studio, and would just to be polish the game and make it the quality of Mass Effect 3 or abit better.
#32
Опубликовано 08 Декабрь 2015 - 01:24
Ouch!Well it seems I've jinxed myself but saying I've never had the glitch because walk into Peak 15 and there it is. Don't know how I've managed to avoid it in previous runs.
Edit: Guess I'll just play the affected sections on my spare PC, it has an Intel E7400 and a GTX760, and then copy the saves back to continue on my main PC. Not an ideal solution but at least I'll still have proper lighting which I lose with the 'viewmode unlit' command. Only real problem is that playing on a 4:3 screen is going to be a nightmare after so long with widescreen.
#33
Опубликовано 26 Январь 2016 - 07:48
PC gamers don't really need an HD remake because there are numerous mods to improve the texture quality and overall visuals with programs like SweetFX and ENB so we don't actually need BioWare to do it, we can do it ourselves hence I don't think we need a remake.
A remake should be an overhaul to the game mechanics too, just a simple texture and render patch to the original ME won't cut it. ME with MEUITM looks really good, but it doesn't fix the pretty clunky UI and combat mechanics.
Remaking the games on a new engine would be nearly as much work as making a new game. They'd have to remake all the character models and animations for a start.
I don't think that's an issue. All Mass Effect games share the same engine (Unreal Engine 3) and even if the engine was switched to Unreal Engine 4, the assets are pretty handily converted (people have imported Mass Effect asset to UE4 graphical demos, and they look absolutely incredible). Also, almost every (major) character in Mass Effect appears in Mass Effect 3 too, so there's not much to be done to bring all Mass Effect characters up to date.
What would be time consuming is redoing the Mass Effect locations and maps to suit ME3 play style and reduce the repetition, and yes I do say this, cutting heavily on the Mako rides. Mass Effect: Andromeda is promised to have Mako missions that are actually fun and interesting, so it could be done with uncharted assignments where the M-35 is actually useful (most assignments only had one real objective and the rest was driving around to unlock the minigames). It's my persona opinion of course, but I would prefer greatly to highly memorable Mako missions I'd want to have just one more than having same old driving to the mission objective, scooting around for the collectibles and then return to Normandy ad nauseam.
#34
Опубликовано 27 Январь 2016 - 04:39
I don't think that's an issue. All Mass Effect games share the same engine (Unreal Engine 3) and even if the engine was switched to Unreal Engine 4, the assets are pretty handily converted (people have imported Mass Effect asset to UE4 graphical demos, and they look absolutely incredible). Also, almost every (major) character in Mass Effect appears in Mass Effect 3 too, so there's not much to be done to bring all Mass Effect characters up to date.
It's a bigger issue than you may think because EA are moving away from third party game engines. So if they did a HD remake on a new engine then it would be in Frostbite (as DA: Inquisition is and Mass Effect: Andromeda will be). So a HD remake would be pretty much starting from scratch.
Far more likely if they did an HD update would be to stick with Unreal 3 and just update the textures, avoiding the need to license Unreal 4. Remember that the Unreal Engine is only free for non-commercial use.
What would be time consuming is redoing the Mass Effect locations and maps to suit ME3 play style
Which would annoy me greatly, as I think the combat in the first game is the best of the series. I always have options available, shields actually work unlike the tissue paper they became, I've never accidently entered cover when I didn't want to, heck I can make use of cover without the need to be attached to it like a limpet. I could go on but I'll stop there.
That's not to say I wouldn't have liked to have seen improvements. I thought the separate melee button in 2 and 3 was a god-send. I would also have liked the dice-roll to take into account where you were hitting the enemy rather than just assuming centre mass.
A remake should be an overhaul to the game mechanics too, just a simple texture and render patch to the original ME won't cut it. ME with MEUITM looks really good, but it doesn't fix the pretty clunky UI and combat mechanics.
I think most of the problems with the inventory could have been solved with a "convert all" option, but that's just me. I like to manage my gear in a role playing game and really miss how watered down it became in the sequels.
Plus I've never understood how Mass Effect 1 has clunky controls?
#35
Опубликовано 27 Январь 2016 - 07:48
Okay, so they're moving away from Unreal, but I would find it extremely peculiar if there wasn't an asset conversion tools. In no circumstances it would be starting from scratch, but the conversion might take some effort and tweaking to get it *just* right. I any case the models were not created *in* the game engine, and all the 3D data and animations are produced in a general format.It's a bigger issue than you may think because EA are moving away from third party game engines. So if they did a HD remake on a new engine then it would be in Frostbite (as DA: Inquisition is and Mass Effect: Andromeda will be). So a HD remake would be pretty much starting from scratch.
That would be a good idea.Far more likely if they did an HD update would be to stick with Unreal 3 and just update the textures, avoiding the need to license Unreal 4. Remember that the Unreal Engine is only free for non-commercial use.
I don't often run and get stuck into walls (but when I do there's nothing more annoying than that), and I do make use of cover. Namely, all I have to do is camp at the doorway, draw enemies into corridors, and shoot them with a sniper rifle having two Rail Extension VIIs and High Explosive X ammo, through their cover if possible. There is nothing in the assignment maps to encourage doing otherwise, not even interesting map layout to explore (except for those few cases when you have a counter or a timer on screen).Which would annoy me greatly, as I think the combat in the first game is the best of the series. I always have options available, shields actually work unlike the tissue paper they became, I've never accidently entered cover when I didn't want to, heck I can make use of cover without the need to be attached to it like a limpet. I could go on but I'll stop there.
That's not to say I wouldn't have liked to have seen improvements. I thought the separate melee button in 2 and 3 was a god-send. I would also have liked the dice-roll to take into account where you were hitting the enemy rather than just assuming centre mass.
I think most of the problems with the inventory could have been solved with a "convert all" option, but that's just me. I like to manage my gear in a role playing game and really miss how watered down it became in the sequels.
The inventory didn't bring anything to the game really. With BDTS, the number of "different" assault rifles is 82; pistols, shotguns and sniper rifles have 78 each. Considering Hahne-Kedar weapons are weaker by any number at level X than most other weapons are at level II or III you would automatically salvage them; with the rest, the only number that really matters is the damage rate; even sniper's fire rate doesn't matter much except on very borderline situations where you are able to rapidly fire three shots before overheating. Unless roleplaying hard core, the only real function of the inventory is to micro manage and sort out the best weapons, items, armor and upgrade and salvage/sell the rest. Very repetitive, very mechanical, very boring. Armors play out pretty much the same way, the only number that matters is shield rating. None of those numbers really change the gameplay. With lower numbers you need to be more careful, but that's pretty much it. What's more, instead of ammo powers, you need to mod the weapon through inventory. This is a major action breaker during a combat, as you need to navigate to the right weapon (and character) and then select a new ammo mod from a long list of repetitive items, that is, after you've collected all or turned a bunch of stuff to omni-gel.
Plus I've never understood how Mass Effect 1 has clunky controls?
The one you already recognized: poorly implemented cover system, lack of distinct melee attack key, and also the inventory controlled ammunition mods and the use of inventory in general.
#36
Опубликовано 27 Январь 2016 - 07:54
#37
Опубликовано 27 Январь 2016 - 08:04
Mass Effect is already HD (720p), but I was really hoping for a PS4 release.
In this case the definition of HD isn't about video output resolution but high-resolution textures, modern shaders and engine overhaul.
#38
Опубликовано 27 Январь 2016 - 08:10
Is it the CPU or GPU from AMD which causes the bug? My current system has an AMD FX-6300 CPU and a Nvidia GTX970, I've encountered no black pixel issues in the first game.
It's the CPU as I get that glitch myself. Fortunately I know a workaround so I use that when I enter areas where that shows up. It happens mostly on the 8 core series processors like the one I've got as mine is the FX8350. Generally it runs all my games perfecftly it's only ME1 where it seems to have issues
#39
Опубликовано 27 Январь 2016 - 09:45
I don't see why should they remake Mass Effect 1,I mean the graphics in that game is still very nice for today's standards. If they'd remake any of their games it should be Baldur's Gate or Neverwinter Nights 1...they're fantastic games but the graphics can only compete with Minecraft in today's world. Unlike Resident Evil 1 or Tomb Raider 1,the graphics in ME1 is actually good enough even for today's standards,so there's no need to remake ME1...like RE and TR's remakes,they should also put something new other than the graphics into the remake version.Something like new areas or new movement systems or new enemies,so the fans don't have to go through the same thing all over again with a prettier picture...but anyway,I'm fantasizing again,and this is not even a BG or NWN threat. ![]()
Сообщение изменено: JJ Yaug, 28 Январь 2016 - 04:48 .
#40
Опубликовано 27 Январь 2016 - 10:09
If they did remake Neverwinter Nights, the toolset should be as easy to use as the original. I was never able to figure out the NWN2 toolset or the Dragon Age toolset.I don't see why should they remake Mass Effect 1,I mean the graphics in that game is still very nice for today's standards. If they'd remake any of their games it should be Baldur's Gate or Neverwinter Nights 1...they're fantastic games but the graphics can only compete with Minecraft in today's world. Unlike Resident Evil 1 or Tomb Raider 1,the graphics in ME1 is actually good.
#41
Опубликовано 28 Январь 2016 - 01:52
Unfortunately they're too busy working on Mass Effect Online.
#42
Опубликовано 28 Январь 2016 - 04:06
Okay, so they're moving away from Unreal, but I would find it extremely peculiar if there wasn't an asset conversion tools. In no circumstances it would be starting from scratch, but the conversion might take some effort and tweaking to get it *just* right. I any case the models were not created *in* the game engine, and all the 3D data and animations are produced in a general format.
It might not be from scratch but you're still starting pretty close to the beginning. It's not just a matter of using those assets in a new engine. Look at how they messed up the import feature of Mass Effect 3. It wasn't just a face code issue, some of the assets just weren't there.
I don't often run and get stuck into walls (but when I do there's nothing more annoying than that), and I do make use of cover. Namely, all I have to do is camp at the doorway, draw enemies into corridors, and shoot them with a sniper rifle having two Rail Extension VIIs and High Explosive X ammo, through their cover if possible. There is nothing in the assignment maps to encourage doing otherwise, not even interesting map layout to explore (except for those few cases when you have a counter or a timer on screen).
I'd take never accidentally entering cover in ME1 compared to not very often in 2 and 3. Mass Effect 1 offers more options in the cover department than the latter two games. I can understand people not liking the ME1 system of entering cover but it was far preferable to me than binding everything to one button.
As to your camping strategy, you can't do that on every mission though. Sometimes the enemy will stay in the room and not attack until you enter, when you dash out they do not pursue.
Fully agree on the map layout of the side missions though, they could have done with more variation.
The inventory didn't bring anything to the game really. With BDTS, the number of "different" assault rifles is 82; pistols, shotguns and sniper rifles have 78 each. Considering Hahne-Kedar weapons are weaker by any number at level X than most other weapons are at level II or III you would automatically salvage them; with the rest, the only number that really matters is the damage rate; even sniper's fire rate doesn't matter much except on very borderline situations where you are able to rapidly fire three shots before overheating. Unless roleplaying hard core, the only real function of the inventory is to micro manage and sort out the best weapons, items, armor and upgrade and salvage/sell the rest. Very repetitive, very mechanical, very boring. Armors play out pretty much the same way, the only number that matters is shield rating. None of those numbers really change the gameplay. With lower numbers you need to be more careful, but that's pretty much it. What's more, instead of ammo powers, you need to mod the weapon through inventory. This is a major action breaker during a combat, as you need to navigate to the right weapon (and character) and then select a new ammo mod from a long list of repetitive items, that is, after you've collected all or turned a bunch of stuff to omni-gel.
The following two games may have become more visually distinct but that was at the cost of pretty much every other option. Can't change weapon, armour, or mods on the fly. Hell I used Cryo-ammo with my Adept all through Mass Effect 1 but now can't because it's become a power? A power I can't even give as a bonus because that's another feature they removed from the first game.
It's boring to you, I enjoy that sort of thing, the managing of equipment is a big plus for me. I agree that when you start getting the X level equipment it becomes pretty much a waste of time but that is something they should have improved in the following games, not removed completely. Having to decide who gets a piece of equipment or armour was enjoyable to me, I felt that in 2 and 3 one pick-up being available to everyone was a misstep.
The one you already recognized: poorly implemented cover system, lack of distinct melee attack key, and also the inventory controlled ammunition mods and the use of inventory in general.
I said that the cover system was better in the first game. Lightly push against cover to enter it, pull away to exit. The crouch meant I could hide behind low cover without being pressed against it, meaning I could quickly stand up to shoot or turn to hit a flanking enemy without immediately exposing myself to the fire of other enemies.
Cover in two and 3 gives you two options, hidden or exposed.
The inventory controlling ammo mods was brilliant. It meant every squad member had access to every ammo type, no matter the squad make-up. Again that gave options that the two sequels removed.
I confess I don't have a great problem with the inventory, mainly I think because I take care of it before it becomes cluttered. That doesn't mean that it couldn't have been improved, it certainly could be, but did the feature really need to be removed?
I don't see why should they remake Mass Effect 1,I mean the graphics in that game is still very nice for today's standards.
Playing Mass Effect 1 without and with the high resolution texture mod is like night and day. It really is amazing how much of a difference it makes.
#43
Опубликовано 29 Январь 2016 - 02:36
Modern game engines are designed to import standard assets like COLLADA (.DAE) or Filmbox (.FBX) with very little tweaking and I'm preeetty sure ME3 assets were FBX. Mass Effect 3 character import problems were mainly due to new assets and shaders and had little to do with translating assets between engines.It might not be from scratch but you're still starting pretty close to the beginning. It's not just a matter of using those assets in a new engine. Look at how they messed up the import feature of Mass Effect 3. It wasn't just a face code issue, some of the assets just weren't there.
A single wrong keypress while under fire is a mistake worthy of Game Over at higher difficulty levels. I can't see the problem of having a versatile "use" button, there's no case where the functions could conflict each other.I'd take never accidentally entering cover in ME1 compared to not very often in 2 and 3. Mass Effect 1 offers more options in the cover department than the latter two games. I can understand people not liking the ME1 system of entering cover but it was far preferable to me than binding everything to one button.
Camping doesn't work in most of the story missions, but in almost all side assignments it works, with the exception of perhaps two cases (Besieged Base, Hostage) where you run out of time or bystanders.As to your camping strategy, you can't do that on every mission though. Sometimes the enemy will stay in the room and not attack until you enter, when you dash out they do not pursue.
Fully agree on the map layout of the side missions though, they could have done with more variation.
I can't see real decision making in who gets what. Guns are in no short supply in Mass Effect universe, everyone gets the high damage weapons (for the sophistication level available) pretty quickly. The accuracy and shots before overheating values have negligible effect in actual gameplay (except maybe, with really specific mod combinations, the shots before overheating with sniper rifles), there are no real pros and cons to consider, just comparing for the highest damage value. It's almost like a day at the office if not for the fact Excel provides tools for that.The following two games may have become more visually distinct but that was at the cost of pretty much every other option. Can't change weapon, armour, or mods on the fly. Hell I used Cryo-ammo with my Adept all through Mass Effect 1 but now can't because it's become a power? A power I can't even give as a bonus because that's another feature they removed from the first game.
It's boring to you, I enjoy that sort of thing, the managing of equipment is a big plus for me. I agree that when you start getting the X level equipment it becomes pretty much a waste of time but that is something they should have improved in the following games, not removed completely. Having to decide who gets a piece of equipment or armour was enjoyable to me, I felt that in 2 and 3 one pick-up being available to everyone was a misstep.
Sprint, and you'll get stuck instantly and then die if you're under fire. And you can't vault over in the rare case of enemy flanking you, but retract and then run around the obstacle. Losing crouch seems a loss, but the game mechanics in ME2 and (especially in) ME3 promote dashing from cover to cover; duckwalk would just get you shot.I said that the cover system was better in the first game. Lightly push against cover to enter it, pull away to exit. The crouch meant I could hide behind low cover without being pressed against it, meaning I could quickly stand up to shoot or turn to hit a flanking enemy without immediately exposing myself to the fire of other enemies.
Cover in two and 3 gives you two options, hidden or exposed.
Here are the steps:The inventory controlling ammo mods was brilliant. It meant every squad member had access to every ammo type, no matter the squad make-up. Again that gave options that the two sequels removed.
Enter inventory
Click character
Click weapon
Click slot
scroll through several cloned items
Click on ammo type
Click equip
Exit
I can't see any brilliance in that action stopper combo.
now:
Bring the command tab
click on the ammo power
Just bring along a team mate with the ammo type you think suits the mission. Sure the ammo powers is not without it's problems but it's still better than to start mess with the inventory in the middle of a fight.
It totally did. It doesn't matter if it becomes cluttered, it still needs exactly as much grooming. Had Mass Effect 2 been done with the same mechanism, the saga would've ended there.I confess I don't have a great problem with the inventory, mainly I think because I take care of it before it becomes cluttered. That doesn't mean that it couldn't have been improved, it certainly could be, but did the feature really need to be removed?
#44
Опубликовано 29 Январь 2016 - 01:32
Modern game engines are designed to import standard assets like COLLADA (.DAE) or Filmbox (.FBX) with very little tweaking and I'm preeetty sure ME3 assets were FBX. Mass Effect 3 character import problems were mainly due to new assets and shaders and had little to do with translating assets between engines.
You may be right but you are assigning an ease to it that just isn't there. You can't take something designed to work in Unreal and drop it into Frostbite and expect to have it work as it did in the previous engine.
It's not as if I don't think it could be done, of course it is possible. It comes down to if EA think spending the money to get it done is worth it.
A single wrong keypress while under fire is a mistake worthy of Game Over at higher difficulty levels. I can't see the problem of having a versatile "use" button, there's no case where the functions could conflict each other.
A single wrong press is worthy of death at the higher levels. I know, that's the big problem with the 'versatile' use button.
Running from enemy fire and Shepard can end up throwing themself against an exposed wall. You've never vaulted over cover into enemy fire when you didn't mean to?
Camping doesn't work in most of the story missions, but in almost all side assignments it works, with the exception of perhaps two cases (Besieged Base, Hostage) where you run out of time or bystanders.
Do you mean the Besieged base with the drugged scientists? The camping system is a big help there. You just need to time it correctly until no innocents are in range/ Not all of them will come out but it makes the level much easier to complete with no civilian casualties.
I can't see real decision making in who gets what. Guns are in no short supply in Mass Effect universe, everyone gets the high damage weapons (for the sophistication level available) pretty quickly. The accuracy and shots before overheating values have negligible effect in actual gameplay (except maybe, with really specific mod combinations, the shots before overheating with sniper rifles), there are no real pros and cons to consider, just comparing for the highest damage value. It's almost like a day at the office if not for the fact Excel provides tools for that.
Accuracy and shots have negligible effects on gameplay? Seriously? Try using as Level 1 Lancer and then a Level X, you honestly don't think the increase in accuracy makes a difference?
Do you go for damage or accuracy? Remember that the gunplay in Mass Effect 1 runs on the dice roll. Just because you are aiming at them doesn't guarantee you are going to hit them.
Sprint, and you'll get stuck instantly and then die if you're under fire. And you can't vault over in the rare case of enemy flanking you, but retract and then run around the obstacle. Losing crouch seems a loss, but the game mechanics in ME2 and (especially in) ME3 promote dashing from cover to cover; duckwalk would just get you shot.
Sprint and get stuck instantly? Are we talking about ME1 or the other two here?
Why would you need to run around the obstacle? You are using cover without being stuck against it, meaning you can turn in all directions and take out that flanking enemy without leaving the cover you are behind.
Why would you duckwalk to new cover? Pop-up, run, enter new cover.
Here are the steps:
Enter inventory
Click character
Click weapon
Click slot
scroll through several cloned items
Click on ammo type
Click equip
Exit
I can't see any brilliance in that action stopper combo.
now:
Bring the command tab
click on the ammo power
Just bring along a team mate with the ammo type you think suits the mission. Sure the ammo powers is not without it's problems but it's still better than to start mess with the inventory in the middle of a fight.
This is what I love about the games, how people can see them completely differently. What you see as a great example of streamlining for ease of use. I see as a removal of options, making things restrictive.
You make my point for me there. I have to take the squad-mate with the ammo power I want. No squad-member has cryo ammo, can't use it as a bonus then, so to use it I need to play as a Soldier, Infiltrator, or Vanguard. No matter that I just played the first game with that ammo on a Adept. Why am I being restricted to certain squad-mates or character classes for an ammo type? I find it especially annoying since you can give some ammo 'powers' as a bonus but not others.
I agree it takes more steps to change a ammo type but I had the option to use any ammo on any character. I'll happily take those steps in order to have that option.
It totally did. It doesn't matter if it becomes cluttered, it still needs exactly as much grooming. Had Mass Effect 2 been done with the same mechanism, the saga would've ended there.
Providing you just don't take every bit of loot that comes your way into your inventory then no, it doesn't take as much grooming. Again you won't find me arguing against it needing improvement.
The inventory was flawed, it certainly needed improving, it didn't need removing though.
Plus why would having an inventory mean that the saga would have ended there? The Bethesda Fallout games show that shooting, stats, and inventory management can live quite happily next to each other in a top selling game.
#45
Опубликовано 29 Январь 2016 - 09:10
Accuracy and shots have negligible effects on gameplay? Seriously? Try using as Level 1 Lancer and then a Level X, you honestly don't think the increase in accuracy makes a difference?
Wow... I simply have no words.
At such an attempt at reasoning, you are the deserving winner of this round of pigeon chess. I think we're done here.
- Это нравится: voteDC
#46
Опубликовано 01 Февраль 2016 - 03:33
The "one key to bind them all" is problematic at times, as the aforementioned sprint/stuck in cover is hazardous on higher levels. However, on these levels and in MP at high levels, hard cover is not as effective or as efficient as being tactically sound using soft cover and right hand advantage most of the time.
Much faster this way, just hate getting stuck on the random corner or box sometimes.
I will be very satisfied if they fix this for MEA.





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