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What do you NOT want to see in ME:A?


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#151
fenor77

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 - Teleportation after a mission is done. If I go somewhere I want to go back by myself. Sure, the back route can be shortened with good level design, but do not want to watch a loading screen or something right after the end of a mission.

 - Overuse of Horde mode in single player missions. I did not like that almost every single mission had one in ME3. 


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#152
Keitaro57

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OP edited!

 

For the hacking, I don't implement it in the list because I loved the ME1 version of it. Not the "press the button at the right time" system. No, the fact you MUST be good at hacking to be able to break through a security. The ME2 system needed no class or skill to be made but was a bit more challenging. The ME3 one was too much jamesbond-like.

I'm for a new system but don't know what he would like... Perhaps a full refond of the ME1 one with only some classes be able to break through a security? For people wanting to play RP, it would be better.

 

I love Skyrim map design who give shortcut to the exit once you reached the end of the dungeon but it is an open-world game. ME is more corridor-based. Some missions of ME2 give some chills where you run back to the ship while being under attack and I would love to see that back.

 

Limited time missions : If a bomb made tic tac, you must run. I'm not against timed missions if you are under an imminent threat of sudden death. But NOT for RP sake in a safe zone. Hate that. Really. This boring dance scene...



#153
General TSAR

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#154
Mr. Homebody

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After playing Dragon Age: Inquisition one thing comes to my mind:
 
No more fetch quests, collectibles and other boring / meaningless fillers. Dear Lord, NO MORE !  :sick:
 
In short, DA:I made me devoted enemy of open world games.

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#155
Synthetic Turian

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Fetch quests or ME2's planet probing.



#156
fenor77

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Sorry, I am not native english, perhaps, I wrote something wrong. I am against teleportation or shortcut. I want what you wrote about those ME2 missions. In ME1 when a mission was finished you just got a notice that the mission is done and the game simply continued and you had to go back to the mako or to the ship. I hated it in ME2 and ME3 when a mission finished deep in an enemy territory and than in the next second you find yourself on the Normandy orbiting that planet.

 

 

 

I love Skyrim map design who give shortcut to the exit once you reached the end of the dungeon but it is an open-world game. ME is more corridor-based. Some missions of ME2 give some chills where you run back to the ship while being under attack and I would love to see that back.


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#157
Keitaro57

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Sorry, I am not native english, perhaps, I wrote something wrong. I am against teleportation or shortcut. I want what you wrote about those ME2 missions. In ME1 when a mission was finished you just got a notice that the mission is done and the game simply continued and you had to go back to the mako or to the ship. I hated it in ME2 and ME3 when a mission finished deep in an enemy territory and than in the next second you find yourself on the Normandy orbiting that planet.

English isn't my main language too. I understand what you want but it is perhaps too soon to tell what the missions will look. If we get an openworldish game, there will be no teleportation because, most of the time, the moment we finish a quest we run to begin a new one. If we are in corridor-like game, running back to the Landing Zone will be more realistic but it depends heavily upon the map design and the quest : If there is no danger at all when you finish the map, it can take some time to come back and can be boring. My advice would be to put some banter at this moments but I can't say that the "teleportation ending of the quest" is a bad thing because, in ME, there are some cinematics at this moments. Wait and see...


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#158
Cribbian

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Cerberus



#159
Bfler

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Something like the suicide mission in ME 2 as last level and not such a lame last mission like in ME3. Especially the part on the Citadel was absolutely boring. 

 

And no goodbye-scenes during the mission. The ones in ME 3 were bollocks, because you don't say goodbye on the battlefield, but rather before the assault begins.


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#160
themikefest

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And no goodbye-scenes during the mission. The ones in ME 3 were bollocks, because you don't say goodbye on the battlefield, but rather before the assault begins.

I agree. That's one of the things I didn't like about Priority Earth. I would've had those goodbyes on the Normandy while heading to Earth.



#161
Pasquale1234

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Yeah, me too. It was a nice story touch, but it wasn't well done. ME1 was the worst for me. It was easy to omni-gel my way through a lot of the Very Hard locks, but I had either spec in Decryption or take a squad mate with me just to even attempt it. From a story angle that makes sense depending upon the class; a solider wouldn't have any experience with hacking after all. They would need someone to help them out. I didn't care for the execution though. Talk about clunky and counterintuitive.


Actually - I would have preferred that having a party member with the necessary skills would be all that was required. Any such mini-game that relies on player skills takes away from role-play. That mini-game is one of the reasons I'm not eager to replay ME1.

The return of non-combat skills would be very welcome.

ETA:

Yes :) Clunky and counterintuitive. Needed a skill where being able to equip an omni-tool should have sufficed, as in ME3. If we must have them in Andromeda, I hope they remain fun (ME2) at least, and not dependent on character skill or party selection.


I see a lot of discussion where people want more choice and consequences in their RPGs - which makes sense, as it is a foundational aspect of them.

I think that not being able to hack something should be a natural consequence of not having someone in your party with the appropriate skills.

#162
wright1978

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Mandatory, unskippable dream sequences attempting make us feel a certain way even if our Shepard wouldn't realistically feel that way.

 

Choose your color-palette-swap-but-otherwise-virtually-identical-ending

 

I very much echo this. Such dreams sequences were a major violation of the player character and should be very much a no no.


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#163
ioannisdenton

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ANYTHING FROM INQUISITION

too bad as Inquisitio despite its shortcomings is really fantastic. It does have some of the most epic moments of bioware games ever for me


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#164
SporkFu

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Actually - I would have preferred that having a party member with the necessary skills would be all that was required. Any such mini-game that relies on player skills takes away from role-play. That mini-game is one of the reasons I'm not eager to replay ME1.

The return of non-combat skills would be very welcome.

ETA:


I see a lot of discussion where people want more choice and consequences in their RPGs - which makes sense, as it is a foundational aspect of them.

I think that not being able to hack something should be a natural consequence of not having someone in your party with the appropriate skills.

I'll grant that sometimes being unable to hack every hackable thing in ME1 didn't change the story. But come on, I don't want to have to drag Tali on every side-mission to get all the loot. I like loot. Loot is shiny. Loot is good. Loot is a part of the fun of these games for me. I'd rather my choice and consequence be reflected in things like whether the genophage is cured or whether the rachni queen lives, than whether the only companion with an omnitool capable of opening a lock is on the mission.
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#165
Pasquale1234

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I'll grant that sometimes being unable to hack every hackable thing in ME1 didn't change the story. But come on, I don't want to have to drag Tali on every side-mission to get all the loot. I like loot. Loot is shiny. Loot is good. Loot is a part of the fun of these games for me. I'd rather my choice and consequence be reflected in things like whether the genophage is cured or whether the rachni queen lives, than whether the only companion with an omnitool capable of opening a lock is on the mission.


I also like loot - which is why I chose to have a capable squadmate in my ME1 party. 3 of the 6 potential squadmates (Tali, Garrus, Kaidan) - plus Shepard, depending on class - had the skills available.

Squadmate choice should matter.

#166
SporkFu

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I also like loot - which is why I chose to have a capable squadmate in my ME1 party. 3 of the 6 potential squadmates (Tali, Garrus, Kaidan) - plus Shepard, depending on class - had the skills available.

Squadmate choice should matter.

Squadmate choice should matter, I agree -- for dialogues, banters, quest acquisitions/solutions... not lockpicking. What if my preferred party in ME1 is Wrex and Ash? The others may have had the skills available, but having to put points into those skills meant I couldn't put the points into other skills. Hacking should be an omnitool animation, just like it was in ME3. If they want to make it interesting, have the tougher hacks take longer, maybe with a software upgrade to lessen hacking times.

The scene: Squad is standing in front of the main door to the base, squadrons of bad guys approaching over the rise...
Shepard: Wrex! Got that door open yet?
Wrex: Thought you might want to kill a few bad guys first!
Shepard: Hurry it up, will you???
Wrex: *sniff* Humans.
Ash: Uhh, Wrex?
Wrex: *Furiously punching buttons on his omnitool* Stupid machine!
Ash: Wait... is that a Logic Arrest 1.0?
Wrex: Just give me a minute.
Shep and Ash: *facepalm*

See, that could work much better than the same scenario playing out with Shep and Ash giving Wrex a dirty look for not being Tali. :D
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#167
ioannisdenton

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Squadmate choice should matter, I agree -- for dialogues, banters, quest acquisitions/solutions... not lockpicking. What if my preferred party in ME1 is Wrex and Ash? The others may have had the skills available, but having to put points into those skills meant I couldn't put the points into other skills. Hacking should be an omnitool animation, just like it was in ME3. If they want to make it interesting, have the tougher hacks take longer, maybe with a software upgrade to lessen hacking times.

The scene: Squad is standing in front of the main door to the base, squadrons of bad guys approaching over the rise...
Shepard: Wrex! Got that door open yet?
Wrex: Thought you might want to kill a few bad guys first!
Shepard: Hurry it up, will you???
Wrex: *sniff* Humans.
Ash: Uhh, Wrex?
Wrex: *Furiously punching buttons on his omnitool* Stupid machine!
Ash: Wait... is that a Logic Arrest 1.0?
Wrex: Just give me a minute.
Shep and Ash: *facepalm*

See, that could work much better than the same scenario playing out with Shep and Ash giving Wrex a dirty look for not being Tali. :D

actually there is a scene that plays likethat in Me3 !!
James deactivates the console in Palaven! Just youtube it!



#168
CYRAX470

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Gun turret sections.

Especially if you're using the same design over and over again.
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#169
ioannisdenton

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 - Teleportation after a mission is done. If I go somewhere I want to go back by myself. Sure, the back route can be shortened with good level design, but do not want to watch a loading screen or something right after the end of a mission.

 - Overuse of Horde mode in single player missions. I did not like that almost every single mission had one in ME3. 

Plus :
"hey Ryder back me up while i hack this terminal" scenario.
i DESPISE these scenarios witha passion.


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#170
SporkFu

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actually there is a scene that plays likethat in Me3 !!
James deactivates the console in Palaven! Just youtube it!

Yep :) and on the Admiral Koris rescue mission on Rannoch, it takes a little longer for James to shut down the AA guns too, or so I understand. I believe that the time it takes to fix the AA guns on Arrae varies depending on squad selection too. That sort of thing works much better than being unable to fix/disable tech at all because you have the wrong squad.
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#171
Pasquale1234

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Squadmate choice should matter, I agree -- for dialogues, banters, quest acquisitions/solutions... not lockpicking. What if my preferred party in ME1 is Wrex and Ash?


You tell me.

If you want to hack stuff in ME1, you need the skills in your party.
 

The others may have had the skills available, but having to put points into those skills meant I couldn't put the points into other skills.


A choice with consequences. I would like more, not less - including non-combat skills.

#172
SporkFu

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A choice with consequences. I would like more, not less - including non-combat skills.

Nah, put the choice and consequence where it matters.

#173
Keitaro57

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Having noncombat skill other than Parangon and Renegade would put more roleplay in the ME universe. In ME1 you must hack an atomic bomb. Do you REALLY believe than every soldier is able to do that? Why put lock on doors in the base of a mercenary army if the average guy with an omnitool can hack them in a matter of second by placing his hand on it?

 

Nah, hacking skills need to belongs to good nerdy technicians. Or guys with the skill for it.

Hacking : may be able to open door or lock.

Medical : Heal wounded PNJ.

Engineering : Repairing stuff like mako, reactor...

Black Market : Knowing how to have access to some shady stuff and loot.

Historian : Having new line to deepen conversation and have some subquests.

Geology : Find new ressources on the field.

...

 

After all, we are talking about an RPG. Not a basic corridor Call of dutyesque shooter.

 

But, like we see in this thread, the hacking mini-game or possibilities are more a matter of personnal feeling. So, I can't put that in the list.


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#174
Pasquale1234

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Nah, put the choice and consequence where it matters.


Are you suggesting that skill point investment isn't consequential / should not matter?

#175
Eleonora

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Gun turret sections.
Especially if you're using the same design over and over again.


Very true. Also, turret sequences where it doesn't matter if you shoot for your life or don't fire at all. I'm looking at you, rannoch reaper.