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The Things We've Never Had.


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#151
BohemiaDrinker

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Oh, I remembered something that it's at least as important as the sideburns in CC:

- pausing during cutscenes!


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#152
ZipZap2000

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Oh, I remembered something that it's at least as important as the sideburns in CC:

- pausing during cutscenes!


I really hope they see this one.
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#153
BohemiaDrinker

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I really hope they see this one.

 

Yeah, guess it bears repeating. In caps.

 

I WANNA PAUSE DURING CUTSCENES! BIOWER, PLS!


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#154
ZipZap2000

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Yeah, guess it bears repeating. In caps.

I WANNA PAUSE DURING CUTSCENES! BIOWER, PLS!


Just in case they missed it.

#155
Lady Artifice

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Befriend antagonist win game before it unfolds... fist pumps! 

 

Like if you don't act harsh and do action a,b or c  x,y and z will not occur during the game but possibily y if you did b? does that make sense?
 

That already happens in a sense with NPC relationships. I guess it would depend if the story is more personal with the antagonist? If they did that though I would still like the opportunity to squash the effect caused by earlier actions through some sort of skill system where if you have done d or e it won't matter that x and y are going to occur.

 

I think we're mostly on the same page. 

 

Did you play through the Dalish origin in DAO? I'm think about how the protagonist in that case had an immediate opportunity to express their ideology about a huge issue within the lore (their hostility toward humans), and then immediately after they had the opportunity to establish their social dynamic with Tamlen.

 

My ideal would be that the protagonist and an eventual antagonist begin as peers and coworkers. Kind of like if in ME, instead of being immediately oppositional to Saren we had started the game as equal partners on an assignment with him. The player doesn't have a say in whether the two work together, but they do have a say in how they deal with it. Eventually, the antagonist's motivation changes/is revealed. If they were to do that well, the two characters would serve as foils to one another no matter how we play our protagonist, but the tone of that interaction varies. Does the antagonist despise the protagonist to their very core? Do they feel a grudging respect? Or, do they actually care about the protagonist, and try to offer the protagonist a chance to join them? 


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#156
KaiserShep

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Oh, I remembered something that it's at least as important as the sideburns in CC:

- pausing during cutscenes!

 

When I played Mass Effect on my PS3, I was able to work around this by pressing the PS button, and the game would pause completely when it entered the menu. This kind of thing went away with Inquisition. I think it'd be a nice feature to have though. It really should be no different from being able to pause a movie. 



#157
Suketchi

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...And the ones you think we should. Like your wish list, but specifically relating to unexplored story and character elements. Also, I'm not talking about just anything we haven't had. ME hasn't had a purple elephant for us to ride on, but pointing something like that out would not align with the spirit of the topic. This is for those things which you believe would fit the lore and benefit the story, and that would be completely new.

 

For my part:

 

Correct me if I'm wrong, but I don't think we've had much in the way of named Salarian antagonists. Unless you count Anoleis, which I don't.

 

 

Three words:

 

Evil. Salarian. Romance.

 

<3 Mwuahahaha <3


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#158
Lunch Box1912

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I think we're mostly on the same page. 

 

Did you play through the Dalish origin in DAO? I'm think about how the protagonist in that case had an immediate opportunity to express their ideology about a huge issue within the lore (their hostility toward humans), and then immediately after they had the opportunity to establish their social dynamic with Tamlen.

 

My ideal would be that the protagonist and an eventual antagonist begin as peers and coworkers. Kind of like if in ME, instead of being immediately oppositional to Saren we had started the game as equal partners on an assignment with him. The player doesn't have a say in whether the two work together, but they do have a say in how they deal with it. Eventually, the antagonist's motivation changes/is revealed. If they were to do that well, the two characters would serve as foils to one another no matter how we play our protagonist, but the tone of that interaction varies. Does the antagonist despise the protagonist to their very? Do they feel a grudging respect? Or, do they actually care about the protagonist, and try to offer the protagonist a chance to join them? 

 

I could see that, I think it would take a lot of logic mapping though which is well a pain in the ass.  At what point does it become Return of the Jedi though? Or ME1 depending on how you played it. Sometimes I think though you need to let the story be the story, however I do hate when I feel forced into a certain way of thinking when the character I made my own in my head would never do what the story in game is telling me I am doing.  After pondering more on this I really think we are looking for more control of how the story plays out. In a lot of ways they did so with the relationship of the Illusive man. If you tried to sway the Illusive man to join you throughout the entirety of ME3 using paragon blue dialogue he will commit suicide in the final scene thanking Shepard much like Saren for letting him redeem himself. If you told him to go screw himself at any point you will have to kill him yourself and he dies under control of the reapers still. So would I like to see this on a larger scale played out throughout the series heck yeah but I think it's a lot more complex to do than we think, but who knows the development is always improving.



#159
Undead Han

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Assuming a lot of time is going to be spent in the Mako, I think it would be fun to have something similar to Grand Theft Auto's car radio. Put a radio station aboard the Ark, and in between the music you could have funny commentary by the hosts and callers. It would might make some long drives on barren worlds entertaining at least. Maybe have a squadmate or two occasionally interject and comment on the music or what is being said. The Krogan humming along to a song for example, or the Asari getting annoyed with the host and griping, "Someone should space this idiot!"

 

Of course it would also need a lore dump since old-fashioned radio would not work in space. Or least, the Mako shouldn't be able to pick up the signal for hundreds or thousands of years, depending on how far away it is. So the protagonist's ship and the Mako would need to their own on-board comm buoys linked to the ark. 


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#160
Obliviousmiss

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I second a Renegade option to throw someone out of the airlock. As long as there's someone like Javik who would suggest such a thing, and then I get high approval from them when I do throw someone out! 



#161
Guitar-Hero

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Throwing people out of airlocks sounds fun, female romancable pilot for dudes(also leaves out joker wanting to hump the ship and furniture). Space swords and archetypal armor- with that i mean class specific armor where we get one preset per class with a **** ton of mods so you can make your own style of armor and not have to look like mercenary nr. 3. 



#162
Guitar-Hero

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Oh and tattoos



#163
Laughing_Man

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Assuming a lot of time is going to be spent in the Mako, I think it would be fun to have something similar to Grand Theft Auto's car radio. Put a radio station aboard the Ark, and in between the music you could have funny commentary by the hosts and callers. It would might make some long drives on barren worlds entertaining at least. Maybe have a squadmate or two occasionally interject and comment on the music or what is being said. The Krogan humming along to a song for example, or the Asari getting annoyed with the host and griping, "Someone should space this idiot!"

 

Of course it would also need a lore dump since old-fashioned radio would not work in space. Or least, the Mako shouldn't be able to pick up the signal for hundreds or thousands of years, depending on how far away it is. So the protagonist's ship and the Mako would need to their own on-board comm buoys linked to the ark. 

 

Wow, that's actually a great idea!


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#164
Jaquio

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A consistent tone to Renegade.  (It's too much to ask for more nuanced attitudes).

 

Is a renegade character a brutal pragmatist?  A shameless money-grubbing mercenary?  A social malcontent?  One renegade choice has Shepard acting like a brutal killer and the next choice has him whining like an edgy teenager.  There's no consistency.


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#165
DarthSliver

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Maybe do a good/evil bar instead of Paragon/Renegade. Renegade seem more evil to me.



#166
Shadow Quickpaw

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# Lunch Box1912 The only thing I think you have to do is play the game twice and have enough rep points either way to convince him to shoot himself. There were several times I told him to sod off and i was still able to show him what he had become.



#167
Khrystyn

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I'd be interested in some method or means for seeing what others have done with their character facial customization, and the matching CC codes - a sharing bank in the Bioware Forum. I've only seen a fan-based website that caters to hair-style modding mavens. It would be great if the game included a simple way for a gamer to post their CC with the click of a button.


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#168
Halfdan The Menace

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1. Carnivorous freshwater fishes. Piranha and piranha-like fishes from alien worlds. Incase you are fighting undesireable creatures such as the pyjaks, you could loot their bodies, taking their organs and limbs (ear/heart/toe) and feed it to your pet fishes.

2. Swords, maces and melee weapons. For the intensity of the battlefield where you could crush the head of your enemy like a watermelon when they get close enough.

3. Better hairstyles and hair graphic. Because the current ones are terrible, enough said.

#169
Shinobu

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Female Turians with fringes. (Referenced at least twice in ME2) More female aliens in general.
Vorcha or Batarian squad mate.
Varren pet.
A non humanoid AI that never receives a humanoid chassis.
NPC children of any species.
A nonmilitary PC.

#170
Undead Han

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Vorcha war boys.

 

Spoiler


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#171
Khrystyn

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These ideas may already have been offered here and in other threads. Mass Effect is the only PC game I've ever played (the only one that I have time for), so I lack the combat and game experience available in all other games.

 

1)   I'd like to use guile, stealth, misdirection, cunning, suppressing fire, and covert tactics to accomplish mission and assignment objectives. I'd like to lay down a booby trap. I assume these indirect tactics are available in the more intense combat games, especially in multi-player and co-op play. I have no experience with those genres and styles of play. I'm story driven, not combat oriented, so racking up thousands of commando kills doesn't interest me. I'd rather use my head before laying down lead. Couldn't these non-combat abilities be more easily included by increasing the combat areas with alternate routes to get past an enemy position?  I don't want to get lost, and not know where to go. I never liked fighting in limited areas all the time. These non-power alternatives would greatly enhance useful dimensions to our role-playing style beyond using weapons, powers, and electronic skills, and the P/R dichotomy. Many of these elements could be initiated in dialog choices with our squad mates, such as in the Investigate options. I' don't know how one could implement such choices/squad directions in a combat HUD in the heat of battle. Perhaps through mini-cut scenes to make the choices when under fire at certain way points during the mission? Last thing I want to have to use are 50+ PC keyboard keys.

 

2)   Also, I've mentioned in other threads that I'd like to see a power, omni-tool, and ammo choice (available to all classes) that would block or trap an enemy behind a force field, but doesn't do any damage. A variant of stasis immobilization. It could keep an enemy trapped in a corner for a while, but you could not use any other combo power on them. It only traps an enemy for a while, and they can go after you when the effect wears off, even perhaps allowing some enemies to recharge their barriers and shields while trapped. Evolving the power could block larger numbers of enemies from advancing, trap more powerful enemies, last longer, faster cool down, etc.


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#172
Khrystyn

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I posted this in another thread, and I think it's on-topic here as well.

 

Andromeda quests, squadmate / alien conversations, and data terminals should reveal useful intel or objects tied directly to plot development and ship upgrades.  The following ideas are hypothetical ME examples to progress story elements:

 

- Data terminals/data pads usually provided a little info about the current  mission/assignment facility and former personnel. In Andromeda, these devices should also provide important information related to the larger plot. Data pad log entry example: “Loren, there’s safe/locker that’s deeper inside the facility (or buried outside near the base of a plateau). I think it’s got info about the Rings of Artemis.”  I’m not forgetting  the important value of Vigil’s revelations on Ilos; just want to see more of that available in more planet searches.

 

- Squadmates and aliens can reveal information related to the plot from their personal history and experiences. Zaeed, Samara, Thane and Aria all had experience in the Terminus systems; they could have provided plot-oriented intel or mission strategies. Liara could have told Shepard about the locations of  her previous prothean dig sites. She begins to realize that some of her collected artifacts have more importance than she first realized. When assembled, the artifacts let Shepard eaves-drop on Collector/Reaper communication frequencies. Zaeed could have told Shepard: “Had a nice job a while back on planet X. Killed a drug lord with ‘old Bessie.’ Before I let him die, he told me the location of a device that will block Collector scans in the higher frequencies. Then he bled out. Didn’t need it at the time, but if we can find it on the planet….” 

 

- Let the squadmates find things during their mission outings. “Hey Commander, look what I just stumbled across.”

 

- I don’t want to have to find platinum or credits to buy fuel. A modern nuclear submarine only returns to port when the mission is over, or to take on more provisions. I’d rather buy some Turian pizza and Krogan beer for a festive dinner in the crew mess, the evening before the big boss battle. Afterwards, it’s time to take my main squeeze up to the captain’s cabin for a little kissy-kissy copulation.

 

- In Star Trek, crewmates would suddenly jump on the turbo-lift to talk with Kirk about something related to the upcoming  mission. Why should the captain have to track down everyone in their cloister on the ship. How about using the ship’s intercom: “Miranda, get your butt up to the CIC on the double. We’re heading to X and you know that area better than any of us.”  Or, Jack pops in to speak with Shepard in his/her quarters to give a clue about where to go next and what to find on a planet before she was captured.

 

- Interrogate an alien and get them drunk to sweat some perishable intel out of them. Loved that intro scene in Kelly’s Heroes when Client Eastwood got a German officer drunk and discovered a black-painted bar of gold belonging to a bank in German territory (“It’s the perfect crime”).


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#173
Doc Pirahna

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The multiplayer could use squad commands like DAI or even gestures like the Souls series.

#174
Linkenski

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The real Mass Effect 3 that isn't about saving Earth or beating Cerberus or building a magical farce of a plot device called the Crucible.


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#175
Nitrocuban

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A Geth Tech Vanguard with "miniaturized eezo core for short ranged FTL jumps" and instead of Nova something like "Electrostatic Discharge".