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I hope they change the gameplay style


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#1
Statichands

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Playing Shepard kind of felt like playing as a brick, the movement was limited, it felt like I was glued to the floor. I hope Andromeda plays a little more like Uncharted 2, I want the gameplay to be more than just taking cover, shooting and moving onto the next room. The gameplay would be amazing if they gave us a little more freedom of movement. Everyone just moves like a slow tank in the ME trilogy 


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#2
BaaBaaBlacksheep

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I do agree and I think they should hire ex-soldiers who are in special forces as choreographers to introduce fluid combat movement such as clearing rooms, leapfrogging, run and dodge more efficiently, and mocap H2H combat.
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#3
Quarian Master Race

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Yes, and they need to map all these functions to the omni button again so I can roll, get stuck to cover, attempt to revive my idiot teammate, attempt to disable an indoctrination device, vault said cover I was previously stuck to and jump before getting picked up and hugged by the Banshee I was trying to sprint out of range of.


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#4
Taki17

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I'd like to see more diverse squad commands. ME1 had "attack", "hold postion", "regroup" and "move". As fine as these looked on paper, they were pretty useless ingame, as the combat mechanincs of ME1 were a little bit clunky at best. This was remedied in ME2&3 where they made combat much more fluid and responsive, though squad AI and commands were still not the best nor the most useful, you were still better off doing all the hard work yourself and relying on your companions only for their powers and abilites.

 

I hope we're getting a better friendly and enemy AI this time, with some less predictible enemies and more intelligent friendlies. Squad commands should include some basic tactics, like "provide covering fire", "distract" etc.

 

Unrelated to tactics, BW games - especially action-heavy titles like ME - are in serious need of mocap animations, as I'm sure I've seen animations that were first used in 2003's KotOR in 2014's DAI, and a number of games between these two. And a different set of animations for male and female characters would be nice, I'm sure most of us still cringe a little when we remember FemShep sitting in a dress with hers legs spread wide. Also, ME3 running animation.


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#5
Draining Dragon

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This is probably not going to be a popular suggestion, but I would like the ability to directly control my squadmates during combat. I would also like some time to revive the protagonist when they go down, rather than immediately receiving the "critical mission failure" notification and having to reload.
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#6
sjsharp2011

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TBH this is Mass Effect not Tomb Raider the last thing we should be doing is encouraging them to add QTE's into the game. Those are damn annoying as hell.


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#7
BaaBaaBlacksheep

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TBH this is Mass Effect not Tomb Raider the last thing we should be doing is encouraging them to add QTE's into the game. Those are damn annoying as hell.

What's that supposed to mean?

#8
sjsharp2011

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What's that supposed to mean?

Thar we should be careful about whast we ask for otherwise it migh tend up being a screwed up mess.



#9
RoboticWater

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What's that supposed to mean?

Tomb Raider 2013 and onward are TPS/action platformers. Not sure why QTEs would be specific to that genre, but the crux of the matter is that the OP essentially wants the game to play more like Tomb Raider.

 

My opinion is that Mass Effect is a Third Person Cover Shooter and that it's slower pacing has worked out relatively well so far. Being glued to the ground prevents us from acting like a flippant action hero (to a degree) and encourages us to make use of our squadmates as more than just extra power slots. It's also important to realize that free-form movement is incredibly difficult to implement in third person, so much so that I doubt any single developer could manage it alongside an RPGs variety. However, with the potential addition of a jetpack, ME:A might play closer to Uncharted than the previous titles.

 

Thar we should be careful about whast we ask for otherwise it migh tend up being a screwed up mess.

Whoa there, the most recent Tomb Raider games are great.


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#10
slimgrin

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I recently fired up ME2, and it's not that much different than ME3...but yeah. They really need to work on the cover mechanic, as well as the sprint mechanic. It Is very clunky, cover is way too sticky. They also need vast improvement for animations and camera placement. Most TP games since then do it much better, so take your pick: Sleeping Dogs, GTA, Tomb Raider, etc. They all do it much better. It was rather shocking to see how poorly the controls had aged. 


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#11
Bowlcuts

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Yes, and they need to map all these functions to the omni button again so I can roll, get stuck to cover, attempt to revive my idiot teammate, attempt to disable an indoctrination device, vault said cover I was previously stuck to and jump before getting picked up and hugged by the Banshee I was trying to sprint out of range of.

Right? X to sprint, X to take cover, X to revive, X to do objective, X to roll, X-axis Y-axis. Most of the sync-kills I've experienced is because of the terrible button mapping.

 

As far as animations go, yeah, ME1 is the only game that didn't have cringe inducing animations. That walking with your head down animation in ME2 was worse than the FemShep stiff butt ME3 animation.



#12
sjsharp2011

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Tomb Raider 2013 and onward are TPS/action platformers. Not sure why QTEs would be specific to that genre, but the crux of the matter is that the OP essentially wants the game to play more like Tomb Raider.

 

My opinion is that Mass Effect is a Third Person Cover Shooter and that it's slower pacing has worked out relatively well so far. Being glued to the ground prevents us from acting like a flippant action hero (to a degree) and encourages us to make use of our squadmates as more than just extra power slots. It's also important to realize that free-form movement is incredibly difficult to implement in third person, so much so that I doubt any single developer could manage it alongside an RPGs variety. However, with the potential addition of a jetpack, ME:A might play closer to Uncharted than the previous titles.

 

Whoa there, the most recent Tomb Raider games are great.

Yeah I agree with you I like the newer TR's as I love the stories and mysteries that Lara Croft uncovers and the new ones are great. I hav both the newre games and I'm halfway through a playthrough of Rise atm as a matter of fact.I'm thoroughly enjoying it as well. I'm just saying that the QTE's in the games are a pain in the ass imo. But as you said in your first paragraph that's what I was trying to point out. They're asking for a moer Tomb raider like experience which to me I don't think will go down well with ME as they're 2 different styles of games. I was just saying that we should be careful what we ask for because the last thing I'd want is a Mass Effect game full of QTE's


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#13
RoboticWater

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Yeah I agree with you I like the newer TR's as I love the stories and mysteries that Lara Croft uncovers and the new ones are great. I hav both the newre games and I'm halfway through a playthrough of Rise atm as a matter of fact.I'm thoroughly enjoying it as well. I'm just saying that the QTE's in the games are a pain in the ass imo. But as you said in your first paragraph that's what I was trying to point out. They're asking for a moer Tomb raider like experience which to me I don't think will go down well with ME as they're 2 different styles of games. I was just saying that we should be careful what we ask for because the last thing I'd want is a Mass Effect game full of QTE's

Oh yeah... I can't stand all the "mash 'E' to open this door/lock/chest/man's face." Luckily, the rest of the game is good enough that the QTEs don't spoil the whole experience.

 

More on topic however, I don't think QTEs are an inherent feature of platforming action games, so even if BioWare were to go that route, I doubt they would just start tossing in QTEs left and right. At least I hope they wouldn't.


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#14
straykat

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There's definitely room for improvement, as far cover/TPS goes.

 

I'm curious what the big landscape and the jetpacks will change. I wouldn't mind some platforming if that's the case.



#15
Master Warder Z_

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I do agree and I think they should hire ex-soldiers who are in special forces

 

I was former Infantry, if they paid me enough I could mo cap actual gun movements and how to hold them accurately.



#16
straykat

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I was former Infantry, if they paid me enough I could mo cap actual gun movements and how to hold them accurately.

 

They can mocap me for left handers. -_-

 

As long as I get paid at least...



#17
sjsharp2011

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Oh yeah... I can't stand all the "mash 'E' to open this door/lock/chest/man's face." Luckily, the rest of the game is good enough that the QTEs don't spoil the whole experience.

 

More on topic however, I don't think QTEs are an inherent feature of platforming action games, so even if BioWare were to go that route, I doubt they would just start tossing in QTEs left and right. At least I hope they wouldn't.

Yeah I doubt it as well with Rise it's not too bad as I've noticed there aren't as many as in the 2013 game which was literally full of them which was really annoying to me because the rest of the game's really solid. I would have hated having to do one trying to dodge the Thresher maw on Tuchanka during the Genophage mission. Fortunatel ythey've not done it on the games yet and I hope they never will. I prefer them to stick with what they do best. Which is give us a good combat system that makes us think a bit more which tbh they already do.



#18
Sanunes

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Whoa there, the most recent Tomb Raider games are great.

 

People said the same thing about Skyrim, but then Dragon Age: Inquisition was horrible because it was too much like Skyrim.



#19
Khrystyn

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I think they should hire ex-soldiers who are in special forces as choreographers to introduce fluid combat movement such as clearing rooms, leapfrogging, run and dodge more efficiently, and mocap H2H combat.

 

... heavy-action titles like ME - are in serious need of mocap animations... and a different set of animations for male and female characters would be nice. I'm sure most of us still cringe a little when we remember FemShep sitting in a dress with hers legs spread wide.

 

How and where is motion capture used in a video game? Is it just for cutscenes and pre-defined movements that the player cannot alter, or for a basis of on-the-fly graphical rendering?  I'm doing a little research on this because of your comments, and would like to hear from you about your ideas of increasing the use of mocaps for a game like ME:A.  What do you have in mind?

 

I particularly agree that a woman's movements will be a little different than a man's in a few situations, so some extra filming for gender differences would be helpful for the overall aesthetics of the M/F roles. Seems intuitive this would start to increase the costs of production.

 

Thanks for your ideas and comments.



#20
BaaBaaBlacksheep

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Yeah I agree with you I like the newer TR's as I love the stories and mysteries that Lara Croft uncovers and the new ones are great. I hav both the newre games and I'm halfway through a playthrough of Rise atm as a matter of fact.I'm thoroughly enjoying it as well. I'm just saying that the QTE's in the games are a pain in the ass imo. But as you said in your first paragraph that's what I was trying to point out. They're asking for a moer Tomb raider like experience which to me I don't think will go down well with ME as they're 2 different styles of games. I was just saying that we should be careful what we ask for because the last thing I'd want is a Mass Effect game full of QTE's

Why not have them? Just balance it out.

#21
SKAR

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Playing Shepard kind of felt like playing as a brick, the movement was limited, it felt like I was glued to the floor. I hope Andromeda plays a little more like Uncharted 2, I want the gameplay to be more than just taking cover, shooting and moving onto the next room. The gameplay would be amazing if they gave us a little more freedom of movement. Everyone just moves like a slow tank in the ME trilogy

exactly. I wouldn't mind if the protag has acrobatic skills like the N7 slayer but one can dream.

#22
sjsharp2011

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Why not have them? Just balance it out.

Firstly I just don' t see them working well with the way Bioware does their games and secondly I hate them even in the TR games. Not to mention I was watching a vid on annoying features in video games and believe it or not QTE's came out No.1 so I'd encourage most if not all  games to stay away from them if they want to do well.



#23
RoboticWater

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People said the same thing about Skyrim, but then Dragon Age: Inquisition was horrible because it was too much like Skyrim.

No, Inquisition is bad because it's not enough like Skiyrim to justify not being enough like a BioWare game. The Elder Scrolls series is great largely because it couldn't be bothered to tell a compelling narrative, so the player can just screw around and have fun messing with stuff in the world (and roleplaying, etc. etc.). Bethesda pride themselves at making a relatively large persistent sandbox filled with relatively interesting vignettes and decent enough gameplay to get by. Biggness isn't a good feature by itself.

 

DA:I tried to be bigger without realizing what that would entail. BIoWare made the big landscapes, but never filled those landscapes with the little scenes and dungeons necessary to make those landscapes engaging. They never realized that the larger world would create a less focused narrative, or that the inevitably less focused narrative would clash with their signature storytelling style. And they never changed their gameplay from the traditional dungeon-crawling RPG mechanics of the previous games. Quite simply, open world doesn't fit well in the traditional BioWare style, and BIoWare didn't try very hard to accommodate it. 

 

And again, I advocate against Mass Effect going the Tomb Raider route. I just think they're both individually great games.

 

How and where is motion capture used in a video game? Is it just for cutscenes and pre-defined movements that the player cannot alter, or for a basis of on-the-fly graphical rendering?  I'm doing a little research on this because of your comments, and would like to hear from you about your ideas of increasing the use of mocaps for a game like ME:A.  What do you have in mind?

 

I particularly agree that a woman's movements will be a little different than a man's in a few situations, so some extra filming for gender differences would be helpful for the overall aesthetics of the M/F roles. Seems intuitive this would start to increase the costs of production.

 

Thanks for your ideas and comments.

If my understanding of videogame animation is correct (it's not my exact field, so don't quote me), then most AAA companies use a combination of mocap, keyframe, and "proceedural" animation.

 

For instance: the developers start by mocapping someone walking (both forward and turning), touch it up by hand, and apply it to the in game model. Then, they would program the character use the walk animation when going forward and to interpolate between the forward walking and turning walking animations whenever the character changes direction. If that doesn't make a lot of sense, it's because I'm trying to describe an incredibly complex art form in two sentences without actually knowing too much about the said art form.


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#24
BaaBaaBlacksheep

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How and where is motion capture used in a video game? Is it just for cutscenes and pre-defined movements that the player cannot alter, or for a basis of on-the-fly graphical rendering? I'm doing a little research on this because of your comments, and would like to hear from you about your ideas of increasing the use of mocaps for a game like ME:A. What do you have in mind?

I particularly agree that a woman's movements will be a little different than a man's in a few situations, so some extra filming for gender differences would be helpful for the overall aesthetics of the M/F roles. Seems intuitive this would start to increase the costs of production.

Thanks for your ideas and comments.

Look at Assassin's Creed 3 combat design is nothing but motion capturing combat skills and Splinter Cell: Conviction and Blacklist of Sam's movements are also mocap in gameplay. My thing is that they should do mocap especially when it comes to combat to make them more fluid instead of stiff animations that have no life like movements which is boring.

#25
BaaBaaBlacksheep

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I was former Infantry, if they paid me enough I could mo cap actual gun movements and how to hold them accurately.

U.S. Marines or Army?