Currently, the way the Multiplayer (and Singleplayer) mechanics work for weapons is that you have a select number, and you simply upgrade it to maximum effect; along with modifiers granting said weapon different bonuses. This obviously simplifies things, but if such a system were to stay in place for ME:A, those who want more customization out of both SP and MP will be disappointed due to low weapon variety. On the other end (Dragon Age Multiplayer), if you have a hundreds of weapons based within an RNG system you run the risk of players feeling like they aren't being rewarded for all the time they've put in due to RNG. Part of what kept players going towards a max manifest was because their WAS a maximum. Reaching that point gives one a sense of accomplishment.
So how do you strike a proper balance between the two, while also appealing to both the multiplayer - and singleplayer - audience? I've put in more than 1400's with both Mass Effect Multiplayer and Dragon Age Multiplayer to know how both systems work. Maybe the weapon mechanics for multiplayer need to be different than that of singleplayer?
Ultimately, I mostly default to keeping things the way they are know; from a multiplayer standpoint.





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