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ME:A Wishlist


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#176
Lucca_de_Neon

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tone down the combat abilities a bit, not the powers and what not, but make the character feel less like a goddamn Spartan or something.

 

AFAIK N7 and the like aren't really super soldiers, just the highest tier of special forces so giving them the ability to sprint infinitely and such kind of pulls be back from it.  Also combat was way too easy in 3.

THIS! Combat is ok but i don't want the game to be a neverending cycle of shooting people, thingies or whatever. We are in a new galaxy! something like that time when we got to the Citadel for the first time in ME1 could be used again and make it better. By adding exploration and dialogue and letting the player learn about the world and its characters, you make combat situations all the more relevant and important. Otherwise, it becomes monotonous and tiring 


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#177
Master Warder Z_

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tone down the combat abilities a bit, not the powers and what not, but make the character feel less like a goddamn Spartan or something.

 

AFAIK N7 and the like aren't really super soldiers, just the highest tier of special forces so giving them the ability to sprint infinitely and such kind of pulls be back from it.  Also combat was way too easy in 3.

 

I agree to a certain extent, combat as far as combat reliant specialist classes such as soldier should be based around positioning, better armor, higher grade weaponry and skill. It shouldn't be a straight up slug match, unless if you are donning the ultra heavy armor or something that basically resembles a power suit or something, failing that though? I say make combat tactical, make it about picking targets and opportunities in equal measure. If you are fighting the alien equivalent to mall cops then feel free to let loose, toy with them, make them see the difference between a lightly trained civilian civil protector and a actual soldier is.

 

But you know what separates special forces from even normal soldiers? It isn't just the enhanced skill set or access to top shelf guns, its mindset, if you are called upon to do the most dangerous sort of work in the field on a regular basis, your manner, your presence should reflect that. I've met a Green Beret sharpshooter over in Kentucky who has likely killed more people then the small pox in the last fifty years and you know what? He wasn't a comical one line spewing joke, he put holes in people for a living and was proficient at it, on some level you have to respect for your craft or else you will never master it, and to have respect for something you need to see the value in it.

 

That is something games rarely cover, the mindset that goes along with wearing the uniform. That for all the adventure, action, dopamine and adrenaline at the end of the day? You kill people for a living.



#178
BaaBaaBlacksheep

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I agree to a certain extent, combat as far as combat reliant specialist classes such as soldier should be based around positioning, better armor, higher grade weaponry and skill. It shouldn't be a straight up slug match, unless if you are donning the ultra heavy armor or something that basically resembles a power suit or something, failing that though? I say make combat tactical, make it about picking targets and opportunities in equal measure. If you are fighting the alien equivalent to mall cops then feel free to let loose, toy with them, make them see the difference between a lightly trained civilian civil protector and a actual soldier is.

But you know what separates special forces from even normal soldiers? It isn't just the enhanced skill set or access to top shelf guns, its mindset, if you are called upon to do the most dangerous sort of work in the field on a regular basis, your manner, your presence should reflect that. I've met a Green Beret sharpshooter over in Kentucky who has likely killed more people then the small pox in the last fifty years and you know what? He wasn't a comical one line spewing joke, he put holes in people for a living and was proficient at it, on some level you have to respect for your craft or else you will never master it, and to have respect for something you need to see the value in it.

That is something games rarely cover, the mindset that goes along with wearing the uniform. That for all the adventure, action, dopamine and adrenaline at the end of the day? You kill people for a living.

That is a excellent way to put it what combat gameplay should be like, especially the shooter genre. Put tactical elements to make the players use their heads instead of just shoot anything what's in front of you all the time. And don't always put all focus on just the shooter genre, set it up for platers to switch to melee as well for us to use our powers with it. For example the multiplayer Cerberus Vanguard have biotic lashes for melee weapon, I just don't want to push the button once just for heavy melee, I want a combo based combat for my biotic lashes as well as my powers with it. They should create a seperate control scheme- shooter and melee, switch out schemes in your power menu to change in between in real time, that way you get shooter without limiting melee combat.

#179
AppealToReason

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I hope for more little things. I was disappointed that I had a poker table in ME3 and no poker minigame, for instance. 

 

I also am hoping the game isn't put together using the DAI formula the same way that every Ubisoft game follows the AssCreed formula with the tower unlock stuff and whatnot.


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#180
BaaBaaBlacksheep

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I hope for more little things. I was disappointed that I had a poker table in ME3 and no poker minigame, for instance.

I also am hoping the game isn't put together using the DAI formula the same way that every Ubisoft game follows the AssCreed formula with the tower unlock stuff and whatnot.


I really hope that they won't end up making the same thing either, like every other game they make. I really want this game to be the best SciFi video game if they just change (not biting off of games like they did with DA:I with Skyrim) and come up with new methods of gaming, instead of repeating the same thing again.

#181
Silver Souls

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-More weapons (all kinds)

 

-Being able to modd weapons and armor, like the armor could be fitted with cryoguns flame throwers on the wrists jet packs on the back and sensor, targeting device and so on for the helmet

 

-Space battles

 

-Being able to customize the ship from the hull to weapons and interior to the size of the ship.

 

-Being able to become a cyborg

 

-Amputating a limb or two to get mechanical parts (visible aswell no fake skin) They make you stronger but weaker against emp weapons.

 

-Nudity (dont judge me)


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#182
SNascimento

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If MEA had one fetch quest for everytime someone said "I hope MEA doesn't follow DAI route" then we would have to play it for years on end! Now, I do think DAI didn't hit the spot with open world game design, but many people blew it out of proportion.

DAI was the best Dragon Age game and did many things very well, indeed, it had some outstanding secundary missions. It was not a case of quantity over quality, but of too much quantity over a lot of quality. 

But overall, Dragon Age and Mass Effect have always been kept at a safe distance. I wouldn't look too much on DAI to try and see the shape of MEA.


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#183
Ahglock

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^ agree. DAI is a really solid dragon age game and mass effect has always played totally differently in almost every aspect so looking at dragon age to see what mass effect will be is pointless.

#184
Ahglock

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Wish list item.

Integrate the codex into conversations.

So in past games they have the character asking a really dumb question so you can get exposition explaining something your character should know but the player might not.

Instead Assume you have some kind of direct neural interface with your omni tool and codex so you pull up information while conversing. Mechanically it's just a link to the codex.

In game it can use pseudo sci fi tropes of speed of thought interfaces were you read/listen to the codex entry in a moment mid conversation so there is no obvious conversation break to an outside observer.

The effect is the same giving the player knowledge the character should have. But the delivery comes across more in a way where the character is just pulling up references with sci fi Google as an assist instead of being an idiot.
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#185
Master Warder Z_

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That is a excellent way to put it what combat gameplay should be like, especially the shooter genre. Put tactical elements to make the players use their heads instead of just shoot anything what's in front of you all the time. And don't always put all focus on just the shooter genre, set it up for platers to switch to melee as well for us to use our powers with it. For example the multiplayer Cerberus Vanguard have biotic lashes for melee weapon, I just don't want to push the button once just for heavy melee, I want a combo based combat for my biotic lashes as well as my powers with it. They should create a seperate control scheme- shooter and melee, switch out schemes in your power menu to change in between in real time, that way you get shooter without limiting melee combat.

 

Mmm reminds me of a game I played but it was from a few years ago, it was 0081 Battlefield Record, and before people gripe about me mentioning a Mech game let me explain my point. You basically had three methods of combat in that game depending upon your load out or mobile suit, you had inbuilt weaponry for short range point defense like mounted head vulcans, arm rockets, or etc, you then had a dedicated ranged weapon be it a beam rifle, a standard machine gun or bazooka, etc. You then had the dedicated melee weaponry, and these varied in how they came in from suit to suit, some like the Gelgoog had advanced beam weaponry such as the naginata, beam sabers, old heat hawks from the Zaku II era, etc, all of these made combat reliant upon just how you prepared before hand, what gear you brought in, and what the situation was.

 

Beam weaponry is strong, it penetrates armor like butter but the charge for the weaponry is garbage and you only get about twenty shots before your done, beam frequency melee weapons are about the same, a very limited time for usage but extremely powerful, the old school projectile machine guns however have a massive store of ammunition, but against some targets you just have to keep hosing them and hope they die if you bring them in, old school heat hawk tech works slightly less well as beam saber tech but you get longer usage at the expense of overt damage and shorter range.

 

Beyond all that? The inbuilt weaponry, and these varies in effectiveness and design considerably but they all have one thing in common, these are generally the last resort weapons of a given platform because their ammunition is either limited or takes a long cool down period to use again.


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#186
GDICanuck

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I'd like to see omnitools and biotic amps return as equippable gear which can be modded like weapons could in ME3.

Maybe omnigel could make a return, allowing you to manufacture one-off consumables in the field, like thermal clip packs, a mini kinetic barrier projector (think Halo's bubble shield) or smoke grenades. It seems odd that we spent three games walking around with a high tech 3D printer on our wrist, but never actually got to make anything with it. It would also fit the setting more, since our Pathfinder won't have the full resources of the Alliance available to them all the time, being in a new, uncharted galaxy and all.
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#187
Kimarous

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- Limited to non-existent Shepherd references for those of us entering the series at Andromeda

- Companion: "Tomboy" Asari / "Asari with the personality of Vette"

- Cosmetic options that do not affect gameplay (I hate it when "alter armour design = alter armour stats; you like that older design, your loss)

- Alternate weapons that don't make earlier models obsolete / upgrading older weapons to still be useful

- Class system that don't make certain party members feel obsolete (when I played a Sentinel in ME, Kaiden seemed completely useless)

- Speaking of which, no generic everyman party member (the Kaiden/Jacob/Vega) this time around

- Party member(s) who hails from Andromeda (granted, something of a given, but still a "don't fail us, Bioware" feeling)



#188
DuskWanderer

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A.) No character cameos - This is a new galaxy. Races, tech, and lore only, no cameos.

 

B.) Give me class-specific interrupts. Don't let me lose anything, but give me that spice. 

 

C.) Give the missions some variety. Let me spend resources and alter the objectives. 

 

D.) Interesting, rich companions with great backstories and no bland "diversity" gimmicks

 

E.) Better dancing.


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#189
BaaBaaBlacksheep

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Make love scenes more believable, intense, realistic, NC-17 style like on Witcher 3. In ME 3 was poorly done, like it was a rush job plus the underwear was a HUGE turn off. If you guys can pull it of on DA:I, I know you can do better with the next game.

#190
Andrew Lucas

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With all this talk about DAI (great game), I just hope the main plot isn't as short as the mentioned game.

#191
Hanako Ikezawa

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Make love scenes more believable, intense, realistic, NC-17 style like on Witcher 3. In ME 3 was poorly done, like it was a rush job plus the underwear was a HUGE turn off. If you guys can pull it of on DA:I, I know you can do better with the next game.

Would we also be able to get romances where sex isn't involved, or would every romance other than maybe one have it be a mandatory part again?



#192
Andrew Lucas

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Would we also be able to get romances where sex isn't involved, or would every romance other than maybe one have it be a mandatory part again?


What's wrong with such art?
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#193
Hanako Ikezawa

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What's wrong with such art?

It limits roleplaying opportunities for starters.



#194
Andrew Lucas

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Limiting roleplaying opportunities for starters.


You know what you're getting into when you buy Bioware games, but if not having sex is really that MEANINGFUL for roleplaying porpuses then I guess there's your wish for MEA.

#195
Iakus

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What's wrong with such art?


I'll bet the team said the same thing about ME3's endings...

#196
WittyUsername

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If there's one thing Bioware DID do right with the dialogue, it was having the crew interact with each other on their own. ME1 and ME2? They all just stayed in their comfy little spots all day and never talked to each other UNLESS you happened to bring them along and give them a situtaion where they did speak. ME2, did, I guess, give those moments where Miranda and Jack/Tali and Legion fought, but about it.

 

ME3 had a few characters would get up, move around the ship, and show us their relationship. I want a lot more of that. How would Mordin interact with someone like Samara? How would Legion interact with Grunt? It'd be nice see relationships develop.


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#197
Iakus

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If there's one thing Bioware DID do right with the dialogue, it was having the crew interact with each other on their own. ME1 and ME2? They all just stayed in their comfy little spots all day and never talked to each other UNLESS you happened to bring them along and give them a situtaion where they did speak. ME2, did, I guess, give those moments where Miranda and Jack/Tali and Legion fought, but about it.

 

ME3 had a few characters would get up, move around the ship, and show us their relationship. I want a lot more of that. How would Mordin interact with someone like Samara? How would Legion interact with Grunt? It'd be nice see relationships develop.

Even in ME3, it was pretty rare.  Ash only leaves her quarters once.  And the only time she talks to someone else on the ship requires you to do certain missions in a particular order.



#198
SNascimento

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Even in ME3, it was pretty rare.  Ash only leaves her quarters once.  And the only time she talks to someone else on the ship requires you to do certain missions in a particular order.

It was the opposite of rare. I'm not sure if how it is for every character, but overall, seeing squadmates outside their "home" and talking with someone else on the ship was extremely common. 



#199
Danadenassis

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A female companion that is strong (in some field or another), considerate without being naive/servile, but not psycho, depressed, bitchy, or rude. Full of knowledge and leadership, but not feeling the need to be arrogant/snotty.

 

Perhaps Aria T'Loak, but not rude and slightly different attitude, or Kasumi with more will for leadership and being slightly less dreamy. Perhaps a more emphatic Ripley (from Aliens 4).

 

(Not saying this is my dream-companion, but the characters seems to be bit stereotypical at times.)

 

It is so many things I want. I'll buy the game regardless.

 

 

-Better system for biotics and tech so one doesn't override the other (especially in multiplayer). Perhaps tweak what triggers biotic and tech explosions so that it is more streamlined.

 

- (or) more freedom in picking powers (especially in single-player since that doesn't have to be balanced the same way, not that I think the multiplayer was completely balanced). Add more exotic quests, or even dlcs for powers and character development, something exotic and not just some increase in a "war stat" (it was bit underwhelming, especially as a conclusion of Leviathan).

 

-In multiplayer, don't create classes with support abilities that other players can benefit from, but will make the support character significantly weaker if the other players use it. (Grenade dispenser would have been better as a skill choice to be 'grenade for others', 'health charges for others', 'charge of x for everyone' than what it was.

 

-While I enjoyed the concept was it also too problematic when the volus shield thing that could kill people because it messed up the reload.

 

-IF having a countdown of some sort, be it the number of missions you can do before something dramatic is triggered, help players be aware of it in some way.

 

-If I could influence the pace of the game: Less grinding in the start, let it be lots of stuff for later, even optional, so that players that want to focus on the story can do so without feeling their will to play fade after the first and second zone. I do understand that it was somewhat optional in DAI, but that was hard to know; Remember that it is only small percentages of players that are on these fora. Personally do I wish more content when the character is somewhat "leveled up" so I can enjoy the results. This might influence how to handle DLCs, but I hope it won't be problematic.

 

-Also, I worry about hair. I've yet to see good hair in the Frostbite engine. Perhaps you need to tell Dice to get their game on if it is problematic for the engine. Also, why the heck was Ashley the only one with long hair of that kind?

 

-Data structure so that it will be possible to create a coalesced and similar. Don't make it hard on purpose to adjust, or even fix, what you did.

 

-Try to have some at least OK basic facial bone and muscle structures for more than caucasian (North and eastern europeans). For instance do I find the most realistic asian and sub-saharan female head to be the same one in Fallout 4. I am not asking for everything to be realistic, far from it (I mean, I wouldn't mind playing an alien or even synthetic), but some variation AND care in this regard might help many players get the results they want, or think is needed/fair.

 

-Oh yeah! If a player become some big important leader, say director of the institute, don't force the player to go out on pick-up and assassination/gather trash quests. Seriously Bethesda!

 

-Avoid forcing Fallout 4 (Bethesda) choices that seems like school-book definitions of sociopathy ("slaughter everyone, including  your xxx/friends/idols, just to get along with some faction"). It is too perverse and I expect more from you, Bioware.



#200
SNascimento

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I'd like to see omnitools and biotic amps return as equippable gear which can be modded like weapons could in ME3.

Maybe omnigel could make a return, allowing you to manufacture one-off consumables in the field, like thermal clip packs, a mini kinetic barrier projector (think Halo's bubble shield) or smoke grenades. It seems odd that we spent three games walking around with a high tech 3D printer on our wrist, but never actually got to make anything with it. It would also fit the setting more, since our Pathfinder won't have the full resources of the Alliance available to them all the time, being in a new, uncharted galaxy and all.

I like this idea. It would go along nicely with the idea of exploration... so you're in a planet and you keep frabricating the itens that you need instead of just going back to a store and buy it. And the omni-gel is a very interesting concept, since it can maike crafting rather simple.

I wouldn't be against an inventory system in MEA, if its simple and direct, without much loot and stat based armors.