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What do you expect out of multiplayer for MEA?


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#151
Sartoz

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That is the problem with ME3's mp, they tied it in to the sp. They should make the mp relate to the story, but not be a part of it. In that way, those who like mp will be happy, and those who dislike it, will be happy since they do not have to play it to get a perfect ending or whatever.

                                                                                        <<<<<<<<<<(0)>>>>>>>>>>

 

The MP-SP tie-in is just a text illusion. It's crap. The ME3 endings do not change, even with 100% readiness. 

 

I have played the last possible ME3 save mission with 100% Galactic readiness to no avail. The tie-in is crap. The endings are crap. My in-game choices are meaningless.

 

The endings are a total crap.

 

I now want to move on and play Andromeda to leave that odorous crap  behind. I did mention that the ME3 endings are crap, yes?


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#152
goishen

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They can change, but only if you have below 3500 (or is it 4500?) War assets, I think.   I mean, I look at that now and laugh as my war assets are above that just starting a new game when my readiness is at 100%.



#153
Iakus

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No, it's not about people's 'lives' at all. It's just about wanting to enjoy the game experience without a forced intrusion into one's style of play.

 

But you are right, it is ridiculous to argue about MP vs SP.  I've been watching quite a number of Youtube vids about ME-3 MP matches in order to get a sense of what it's all about.  I see it all as a pointless 'hold the line' slayfest (not role-playing at all) for hours on end, with only the gratification of spamming enemy henchmen for eternity. It's just my POV for what interests me, not a criticism of MP players. If I really wanted 10 waves for holding the line, then I'd just buy Halo or some other 'blast 'em to eternity' game. As MP play was implemented, I just don't see it as role-playing. New uniforms, different weapons, and playing as an alien (with no dialog decisions) just seems like a new paint job for any other shooter game.

 

At least member 'MyDamnAlterEgo' has come up with numerous ideas for great goals to achieve in MP play (Well done. I tip my chapeau). Many of these are entirely adaptable to SP play as a DLC that can be offered as a dual release - or even included as missions in the main game (as opposed to loyalty missions).

 

I'm really curious to see how an identical MP version and SP version release would do in the marketplace. What would be the ratio of the numbers of people who would buy the SP version compared to the numbers of players who prefer to play the MP on-line version?  I wonder if BW has ever done a study of something like this. Probably.

 

ME-3 MP was not 'trivial' as you describe it - it cut WA to 50% for SP, That was not trivial. Obviously there is vehement protest to make it clear to BW that they shouldn't try that game mechanic ever again - not for a role-playing game. Both can certainly coexist without sabotaging SP - and that's what ME:A MP still feels like to me. Role-playing is personal, not trivial.

I guess it says something about a choice based, narrative-heavy action/RPG's when it's "best feature" is the slaughtering of endless waves of space zombies for RNG prizes. -_-


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#154
yolobastien6412

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I guess it says something about a choice based, narrative-heavy action/RPG's when it's "best feature" is the slaughtering of endless waves of space zombies for RNG prizes. -_-

It's not it's best feature. It just brings even more replay value to the game. But this is expected since the story in sp will not change drastically with x amount of playthroughs. The mp however can be played for a much greater time period due to all the different weapons, characters and powers. It's not the best thing about ME3, but it is fun. I however feel like that might be because it's not the same genre at all.



#155
HydroFlame20

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Lag, stunlock, and sync kills.




Such Great Wisdom you have a wise soul lol such true words.

#156
Fuenf789

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I guess it says something about a choice based, narrative-heavy action/RPG's when it's "best feature" is the slaughtering of endless waves of space zombies for RNG prizes. -_-

Part of the misunderstanding is to "try" to imagine or watch a mp game from the backgound of a SP game.
That's why, also for me, i could not imagine what awaited me before trying it out. Instead of simply writing it off - try it. what do you have to loose?
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#157
7twozero

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It's like two different games sold as one and the problem comes when people try to equate them in some way
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#158
Dalakaar

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It's like two different games sold as one and the problem comes when people try to equate them in some way

I think they came up with a great idea.

Spoiler

 

 



#159
Iakus

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Part of the misunderstanding is to "try" to imagine or watch a mp game from the backgound of a SP game.
That's why, also for me, i could not imagine what awaited me before trying it out. Instead of simply writing it off - try it. what do you have to loose?

I did.  Back when you had to do MP to get what passes for a "good" ending.

 

Dropped it as soon as the EMS requirements were changed and I never looked back.



#160
SKAR

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<<<<<<<<<<(0)>>>>>>>>>>

The MP-SP tie-in is just a text illusion. It's crap. The ME3 endings do not change, even with 100% readiness.

I have played the last possible ME3 save mission with 100% Galactic readiness to no avail. The tie-in is crap. The endings are crap. My in-game choices are meaningless.

The endings are a total crap.

I now want to move on and play Andromeda to leave that odorous crap behind. I did mention that the ME3 endings are crap, yes?

The endings weren't crap. Tell me smart guy, what would your endings be? I'll bet my life that your idea is no better this bioware's.

#161
correctamundo

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I can't agree with this more.  Watching videos on youtube is great and all, but until you're in that moment, you have no idea how you'd react.  Until you are in that moment.  And then you go down.  And then somebody from your team picks you up again, brushes you off, and sets you back on your feet again.

 

And then finally, something just clicks.  You're all in, loving ME3MP more than you've ever loved anything.

 

You need to get out and get a life ;-)

 

It's not it's best feature. It just brings even more replay value to the game. But this is expected since the story in sp will not change drastically with x amount of playthroughs. The mp however can be played for a much greater time period due to all the different weapons, characters and powers. It's not the best thing about ME3, but it is fun. I however feel like that might be because it's not the same genre at all.

 

Yes it is fun as a distraction. Way more fun slayfest than Pinnacle station, but in the end, that is all it is (to me). I doubt that I could put more hours into MP than SP. I don't really see the Trilogy as separate games anyway. I start my new Shepard on the Normandy SR1 and follow through to the end. There are so many different stories to spin from that material.

 

And Goishen raises another problem with the ME3MP-SP connection that most people don't mention. That is if you play too much MP you will eventually have too high EMS at the start om ME3 that you cannot get the "worst" endings anymore. Well that most likely will not be a problem for most players since anyone who focusses that much on MP probably is less interested in SP anyway.


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#162
Fuenf789

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I did. Back when you had to do MP to get what passes for a "good" ending.

Dropped it as soon as the EMS requirements were changed and I never looked back.

Ok. Good for you.
I also were sceptical, in the beginning. Very. Probably u are also older than 25: it's partly also an "age thing" to resist change. And resistance start already at 18.
I'm glad Bioware /EA found a very light way to cajole me. And I've to admit, probably they know a bit more about gaming and masses of gamers which I don't. (Even if I played uncharted, cod, civ, aoe, doom, unreal, homeworld, etc etc)

Positive side to expand my horizons were
1) Met new breed of fun people
2) learned a lot about me3's intended game mechanics- The me1-me3 SP was made so easy that one could finish it without knowing 99% of the biotic, tech, elementary explosions, factions attack patterns, weaknesses, ways to deal effectively with a class of opponent, etc. . That's the downside of such a popular game- it has to be made for an average IQ of 90 to finish. Trust me : there is a brand new angle if u only played SP till now.
3) kept playing, but on a different angle - SP was real fun , but I wanted to break out of safe cocoon of scripted action.

With Me:a delayed - anyway- Be bold - ignore some ideocentric MP & SP personalities, here - and have a look again. Suggestion - try discover it together with some SP buddies. Or where u can - play it on console - where the lobbies are mostly not foobar.
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#163
goishen

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And Goishen raises another problem with the ME3MP-SP connection that most people don't mention. That is if you play too much MP you will eventually have too high EMS at the start om ME3 that you cannot get the "worst" endings anymore. Well that most likely will not be a problem for most players since anyone who focusses that much on MP probably is less interested in SP anyway.

 

That's not really a problem, just a side effect.  I hated most online games for the vitriolic nature of the player base.  Look at all MOBA's to prove my point and then I could point out WoW to further prove my point.  In other words, most games I'd like or at least could stomach, it was just the player base that I couldn't stand  Then I started playing ME3MP and something just clicked. 

 

I started playing it, and now I have over 1K hours in that game.  I'd say that about 250-300 of those hours are in SP and the rest are in MP.  This is all beside the point that you take somebody like me that's just starting out the game that absolutely hates MP play.  They might just get their WA and galactic readiness up to 100%.  But they also might start loving the game, like I did.

 

EDIT :  Also, if it weren't for MP I wouldn't have known about tech explosions, biotic explosions, etc. at all.  This is what made me keep on playing the adept in MP to see if I could reproduce those explosions.  And very truthfully, I think this is what they wanted.  Because in doing so, I could see that I could prime something, and then another player could toss in another power, and we'd have an asplosion fest.  Nothing like the smell of dead and decaying mooks at your feet. 

 

Also, I'm playing Stardew Valley right now, a single player game, and loving it. 



#164
MyDamnAlterEgo

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All right, here I am again with just another wall of text - this time promised continuation about

 

IV. Weapons.

What can be improved in the weapons in ME:A, than in ME3? Lots of things, TBH.

  1. There should be weapons with different physical principles involved, and they should REALLY DIFFER. For instance:

    1. Ubiquitous kinetic weapons (aka mass effect accelerators) - should trigger kinetic shields and biotic barriers and not trigger energy shields. Have certain armor penetration and shield penetration - very different depending on the weapon class and type along with used ammo. The only weapon type with ammo effects applicable;

    2. Plasma weapons – do not trigger the kinetic barriers, trigger the  energy shields and biotic barriers. Good armor penetration, no shield penetration. Can be blocked by powerful electromagnetic of mass effect fields (created by, say, grenades or other expendable projectors). Short-range by definition (accelerated plasma doesn’t fly too far) - thus making the plasma sniper rifle is impossible. No ammo effects applicable (for they have no ammo whatsoever);

    3. Laser weapons – do not trigger the kinetic shields,  trigger the energy shields and biotic barriers. Good armor penetration, also decent energy shield penetration. Can be blocked by trivial smoke screens. Very good accuracy -  do not have scatter, no projectile travel time. No multiple projectiles possible  - i.e. there cannot be laser shotguns. No ammo effects applicable (for they do not have ammo whatsoever);

    4. Particle beam weapons – trigger all kinds of shields. Good armor and shield penetration. Can be blocked by powerful electromagnetic or mass effect fields. Have very high accuracy - do not have scatter, very high projectile travel time. No multiple projectiles possible - i.e. there can’t be particle shotgun. No ammo effects applicable (for they do not have ammo whatsoever);

    5. Electric weapons (like Reegar and Adas) – do not trigger kinetic shields, trigger energy shields and biotic barriers. Next to no armor penetration, low shield penetration (somewhat compensated by the good shield disruption). Disrupt  the hardsuit systems, paralyze the living targets. Short-to-mid range. No ammo effects applicable.

2.  Switchable fire modes for all weapons - at least for automatic weapons there should be a possibility to switch between semi-auto, (short bursts) and full auto. Just imagine the shotgun with 3-shot bursts or/and full auto, not talking about the assault rifles, which must have such a switching.

3.  Combi-weapons (yes, say “Hello!’ to WH 40K … and modern assault rifles with underslung grenade launchers or “assault rifle + shotgun” combos).

4. Separate heavy weapons - there is even a sixth slot for them. All of them encountered in previous ME games, not only Cobra. Plus, maybe, some new ones like, say, normal chaingun in “chainsaw” form-factor

5. Other, than weight, weapon balance mechanic - energy (more details below).

7. Weapon parameters’ system, different from the current one: not different types of damage - exactly the damage should be about the same for the particular weapon regardless of the type of target it is applied to. What should differ - is penetration: armor penetration and shield/barrier penetration. Yes, weapons should not only wear the shields/armor down, but also be able to pierce them and damage the target’s health/system integrity.

8. Soft limitations in the weapons’ usage. For instance - if the omni-tool/biotic projector (that violet circle in your palm) is on (deliberate switching at least omni-tools on and off is already announced) - you cannot use the hand it is on to hold the weapon  (i. e. single-handed weapons become preferable for technical/biotic classes). Or - weapon training system from ME1.

9. Grenades should be an equipment, not abilities. There should be lots of grenade types - fragmentation, incendiary, arc, lifting, cryo, polonium, warp, stasis, EMP etc. Omnitool-produce ones - are also equipment,consisting of 2 parts: the omnitool itself and respective software for it.

10. Physical melee weapons - combat knives, axes, swords, hammers, plasma cutters, energy gloves. The omnitool-based weapons should not be the only option for most classes.

11. Option to have more, than one weapon of the same class - I for one don’t understand, why I can’t have two different pistols or assault rifles and switch between them. Thus - hardsuit weapon slots should be not weapon-type based, but weapon-class based: for sidearms (or PDWs), light weapons, medium weapons and heavy weapons. How much slots of each class - depends on the hardsuit type.

Classes of the weapons could be the following:

- Personal defense weapons, PDW aka sidearms – all pistols, most of submachine guns, compact shotguns, single-handed physical melee weapons. The only category suitable for single-hand usage and double-wielding;

- Light weapons – some high-power SMGs, most of assault rifles, shotguns and sniper rifles;

- Medium weapons – machineguns (like ME3 Revenant or Typhoon), high-power (aka heavy) assault rifles (like ME3 Sabre, Argus, Valkyrie, Harrier, and - the Mattock, being a base for both Argus and Harrier, should belong here as well), heavy shotguns (like ME3 Claymore, Grail, Raider or Crusader), and high-power sniper rifles (like Widow, Black Widow, Javelin), two-handed melee weapons;

- Heavy, or support, weapons – Cobra missile launcher, Spitfire, and all the rest from ME2.

All weapons should have the modular design (which was already partly made in ME3). Principal modules could be:

- Frame, or chassis;

- Energy core (for autonomous weapons) or power supply interface (for snap-in and integrated weapons of all kinds);

- Acceleration system (for kinetic and plasma weapons) or projector system (for laser, particle beam and electric ones);

- cooling system;

- Ammo feed system (kinetic weapons only), responsible for feeding the weapon with normal or special ammo;

- Additional systems like stabilizers, various sights (for autonomous weapons) or aiming interfaces (for snap-in and integrated ones), bayonets etc..

By the grade of integration to the hardsuit weapons as such can be:

- standalone weapons - are ones we are used to from ME1, ME2 and ME3;

- snap-in, or connectable weapons - must be connected to the certain hardsuit’s systems to be used;

- weapons, integrated to the hardsuit - are something similar to the Cerberus Phantoms’ wrist-mounted laser pistol or shoulder-mounted Hawk missiles.

Standalone kinetic weapons consist of:

 - frame, or chassis, where all the weapon elements are installed;

- mass-effect core – which supplies the certain amount of energy to all the rest of the weapon’s systems;

- acceleration system – which propels the projectiles towards the target. It is responsible for the projectile's’ speed, rate of fire and fire modes – single-shot, semi-auto, controlled bursts or full auto. Naturally, it consumes the certain amount of energy. The higher projectile weight, muzzle velocity and rate of fire are – the higher energy consumption is;

- ammo feed system – produces the ammo with certain parameters (size, weight and shape) and feeds it to the acceleration system. This is where the special effects are applied to the projectiles, making the latter incendiary, cryogenic, warp, armor-piercing, expansive, polonium, explosive, disruption or phase ones.  Ensures feeding the ammo with certain rate. This feeding rate must correspond to one of the acceleration system. Ordinary systems cannot produce the special ammo; better ones produce one type of special ammo - and this option is switchable on and off; yet better systems – produce two types switchable between them and on/off. Producing the special ammo reduces the rate of fire and raises the energy consumption. Ammo feed systems for various classes of weapons are not interchangeable;

- cooling system – is what we all know, it is responsible for the ME equivalent of “magazine capacity”. Does not consume energy - some of them are even able to recuperate it instead. The better the system is - the more energy is recuperated;

- stabilizer systems – present in the ME3, increase accuracy;

- sights or aiming interfaces  – ensure better aiming. Sights are independent (i.e. don’t use the hardsuit’s Vi capacity), but aiming goes ONLY via the sights (and looks pretty much like via sniper or optic scopes in ME3), there’s no crosshairs on HUD. Aiming interface - is what we all are used to in ME 3 - zooming in directly in the HUD, different aiming marks. Certain amount of the hardsuit’s VI capacity is used;

Advantages:

- can be used with any hardsuit;

- do not consume the hardsuit’s energy – i.e. don’t draw the energy from other systems. Only VI capacity can (but not necessarily will) be used;

- enable the relatively quick switching between weapons;

Drawbacks:

- have severe limitations in combat performance;

- hip-firing must be pretty much of intuitive - there should be no crosshairs, at least for weapons with normal sights, not VI interface;

Snap-in kinetic weapons

- mostly lack the cooling systems, some of them – also energy core;

- Pretty often have no sights, having the interface to connect to the hardsuit’s aiming VI instead;

Thus - they must be plugged-in to the hardsuit to use the hardsuit’s energy core, weapon cooling system and aiming VI. The plugging-in goes through so-called “interface glove” (physical glove or omni-glove) and takes a decent amount of time.

Advantages:

- are way more powerful, than autonomous ones – by using the hardsuit’s energy core, which is way more powerful, than compact one used in the portable weapons;

-  can fire much more intensively – by using the much more effective cooling system, which is built-in to the hardsuit. They do not have the “reloading” (changing the thermal clips), having a king of venting instead (looks like venting the plasma weapons in WH40K Space Marine);

- allow accurate hip-firing by using the HUD sight;

Drawbacks:

- consume the energy of the hardsuit’s energy core and computing capacity of its VI. These energy and capacity must be taken from other hardsuit’s systems – mobility system, omni-tool, biotic amplifier, kinetic or energy barrier generator etc.;

- can be used only with certain types of hardsuits, which have the respective systems to integrate such weapons;

- it takes decent – up to 15-20 s - amount of time to switch between such weapons;

Integrated kinetic weapons are bare bone constructs, lacking  - besides energy core and cooling system - also the frame.

Are simply built-in to the hardsuit – being either forearm-mounted or shoulder-mounted. Forearm-mounting is used for pistols, SMGs, some shotguns, some assault rifles. More powerful weapons are mounted on the shoulders.

Advantages:

- are yet more powerful – even more, than snap-in weapons;

- can fire even more intensively;

- up to 4 of them can be installed on the hardsuit (2 on forearms and 2 on the shoulders) with quick switching between them in battle;

Drawbacks:

- consume a hell lot of energy of the hardsuit’s energy core;

- can be used only with certain types of hardsuits;

- cannot be replaced during the mission – only between them;

Standalone energy (laser, plasma, particle, electric) weapons consist of:

- frame, or chassis;  

- energy core;

- projector system of respective type;

- cooling system;

- additional systems like sights, bayonets, stabilizers etc.;

Snap-in energy (laser, plasma, particle. electric) weapons:

- lack the cooling system and, sometimes, the energy core;

- have no sights, only interface to connect to the hardsuit’s VI;

- all the rest elements are the same;

Integrated energy (laser, plasma, particle, electric) weapons:

- lack also frame

Weapon customization

Under such conditions it has two major ways:

- replacement of the weapons essential parts with better ones;

- installing the additional parts - pretty similar to the nowadays’ weapon modding;

For instance:

  • you’ve got an assault rifle, just somehow received a better acceleration system for it - one with, say, higher muzzle velocity (which means higher accuracy and armor/shield/barrier penetration). You replace the original acceleration system with it and find out, that - due to its higher energy consumption - the weapons energy core doesn’t produce enough energy anymore. The way out in this situation is either installing more powerful energy core, or better cooling system (one with recuperation), or simply removing some system from your weapon - for instance, stabilizer;

  • Or you’ve got an assault shotgun (let’s say, one with two-shot bursts), just obtained a better power core for it. After installing this power core you’ve got some surplus energy, which can be used for good. For instance - you go and buy better acceleration system, able to fire three-shot bursts. Or better ammo feed system, able to produce, for example, disruption and incendiary ammo;

  • Or you just obtained a frame, which allows you to make a combi-weapon of your assault rifle - and use this frame, attaching the underslung grenade launcher or, say, a flamer to it (preferable standalone one, with it’s own energy core);

The main idea here is - beside the modularity itself -  that energy takes the place of weight in the weapon balance. Yet again - it’s either weapon’s ow energy in the case of standalone weapons or - in case of snap-in and integrated weapons - the energy of the hardsuit’s energy core.

 

Pretty much the same pronciple I'd propose to use for the hardsuits, but - this is already another story.


 


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#165
AlanC9

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The MP-SP tie-in is just a text illusion. It's crap. The ME3 endings do not change, even with 100% readiness.

Jeez, dude... you don't have to lie about the ME3 ending mechanics in order to say bad things about the game. (Beerfish does a nice job a few posts down.) The endings are substantially worse for the galaxy with low EMS; 100% Readiness would avoid that.

Of course, now you can earn all the Readiness you need at the base 50%, so you don't need to play MP. But that's a good thing, right?
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#166
AlanC9

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@MyDamnAlterEgo: do "energy shields" exist in the setting, or would they have to be made up for ME:A?

#167
78stonewobble

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I expect RNG and I allready hate that part of it. 

 

I... loooooathe... it ... sooooo... much... That I would rather have the guns and characters locked and only obtainable by paying for them, than RNG. Pay 2 win? I don't care... I'd rather need to go pay 2 win, than waste time and thus life to unlock things. 

 

...

 

Thankfully, I found the basic me3:MP experince fun enough that I can play that, just for the sake of playin it. Which I think is high praise in itself... I hope, do not expect, but hope for the same in me:a:mp. 



#168
Beerfish

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The endings weren't crap. Tell me smart guy, what would your endings be? I'll bet my life that your idea is no better this bioware's.

Yes the endings were crap.

 

- They did something that BioWare has erred in in past games by making a very key and important character in the Illusive man a carton character and gave him the identical treatments they gave Saren as far as endings go.

- They took the key imposing antagonist in the series (Reapers-Harbinger) and made them 100% inconsequential at the end, replacing it with a small kid that lectures the protag then throws its hands up and says I quite you win, you decide what to do.

- After 3 games of sacrifice and diligence by Shepard he/she was reward with a kick in the pants you are gonna die or become something totally different forced ending.

- Very unsatisfying endings for most companions, they had to make a dlc to fix this issue.

 

It was a very unsatisfying ending to the series, when the player is supposed to think they did something great after three games, many plaeyrs felt like failures or that they were totally railroaded into an ending.

 

The endings stunk and I'm saying this as a long time BioWare fan that loves all of their games.  ME3 had some very very good stuff in it as well, the endings were just lousy as can be.

 

Now on to the MP question, the ME3 mp was a winner in my mind so don;t stray too far from what made it good.  My bog worry about ME3 mp is the game engine.  It totally failed to produce good results in DAIMP stability wise.  I played DAIMP a lot but that game sucked stability wise.


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#169
correctamundo

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snip

 

Did you miss the part where Shep saved the galaxy? I found that very satisfying.



#170
Beerfish

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Did you miss the part where Shep saved the galaxy? I found that very satisfying.

Not the way it was executed I didn't.  The big issues is not as much with the three choices.  If they would have treated the Illusive man story arc with something more than, hmmm what should we do?  Just make him Saren 2.0!

 

If they would have had the last encounter with the big bully Reapers and Harbinger and had them talk to Shepard and essentially say, hey you bet us, you are the new overload decision maker, that may have worked.

 

As it was you get a nice lecture from a space brat with no apparent plan B to their millions of years plan A who just seems to throw up their hands.

 

And last of all, for me I would have liked one 'happy ending' option.  Or give a much more tangible example of what your decisions were going to do.  Hell a 2 minute cutscene of the ramifications of each decision would have been fine. In a game series you can kick around the protag in game one of a series or even moreso in game 2 but in the last game of a series there needs to be more satisfying pay off.  My Shepard didn't;t win the reapers and their leader lost.


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#171
MyDamnAlterEgo

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@MyDamnAlterEgo: do "energy shields" exist in the setting, or would they have to be made up for ME:A?

 

They currently don't, but - there were lots of changes since ME1 to ME3, so what stops the devs to implement this one? The reason could be like: "The kinetic barriers, despite of the fact, that they drastically increased the troops survivability, have proven ineffective versus energy-based weapons like laser, plasma or electric ones. These weapons due to either absence of physical projectiles or their low velocity simply did not trigger the kinetic shields, thus bypassing them. Luckily, the Reaper (or Geth, or Keth, or Remnant) echnology of the energy shields was found (or stolen), and new type of shields quickly found it's use initially in the elite special troops, becoming - with the course of time - more and more widespread."

 

I expect RNG and I allready hate that part of it. 

 

I... loooooathe... it ... sooooo... much... That I would rather have the guns and characters locked and only obtainable by paying for them, than RNG. Pay 2 win? I don't care... I'd rather need to go pay 2 win, than waste time and thus life to unlock things. 

 

...

 

Thankfully, I found the basic me3:MP experince fun enough that I can play that, just for the sake of playin it. Which I think is high praise in itself... I hope, do not expect, but hope for the same in me:a:mp. 

 

Random in-game shop - nearly the only thing that pisses me off in the ME3MP, It MUST go in ME:A. Good things must be good, must cost insane amounts of in-game currency. but no RNG should be involved.



#172
SofaJockey

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Dropped it as soon as the EMS requirements were changed and I never looked back.

 

I expect (and hope) the multiplayer to not interfere with the enjoyment and completion of single player.

I expect I will sink many, many hours into it, but I also expect (and hope) that folk like Iakus won't have to.


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#173
correctamundo

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Not the way it was executed I didn't.  The big issues is not as much with the three choices.  If they would have treated the Illusive man story arc with something more than, hmmm what should we do?  Just make him Saren 2.0!

 

If they would have had the last encounter with the big bully Reapers and Harbinger and had them talk to Shepard and essentially say, hey you bet us, you are the new overload decision maker, that may have worked.

 

As it was you get a nice lecture from a space brat with no apparent plan B to their millions of years plan A who just seems to throw up their hands.

 

And last of all, for me I would have liked one 'happy ending' option.  Or give a much more tangible example of what your decisions were going to do.  Hell a 2 minute cutscene of the ramifications of each decision would have been fine. In a game series you can kick around the protag in game one of a series or even moreso in game 2 but in the last game of a series there needs to be more satisfying pay off.  My Shepard didn't;t win the reapers and their leader lost.

 

I don't see how giving Shep prescience would make the ending any more feasible. The ultimate sacrifice made way more sense here than in DAO (to me). So for me Shep wins big and the Reapers lose all.

 

But I  guess we will have to agree to disagree ;-).



#174
Iakus

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Ok. Good for you.
I also were sceptical, in the beginning. Very. Probably u are also older than 25: it's partly also an "age thing" to resist change. And resistance start already at 18.
I'm glad Bioware /EA found a very light way to cajole me. And I've to admit, probably they know a bit more about gaming and masses of gamers which I don't. (Even if I played uncharted, cod, civ, aoe, doom, unreal, homeworld, etc etc)

Positive side to expand my horizons were
1) Met new breed of fun people
2) learned a lot about me3's intended game mechanics- The me1-me3 SP was made so easy that one could finish it without knowing 99% of the biotic, tech, elementary explosions, factions attack patterns, weaknesses, ways to deal effectively with a class of opponent, etc. . That's the downside of such a popular game- it has to be made for an average IQ of 90 to finish. Trust me : there is a brand new angle if u only played SP till now.
3) kept playing, but on a different angle - SP was real fun , but I wanted to break out of safe cocoon of scripted action.

With Me:a delayed - anyway- Be bold - ignore some ideocentric MP & SP personalities, here - and have a look again. Suggestion - try discover it together with some SP buddies. Or where u can - play it on console - where the lobbies are mostly not foobar.

Yes, yes, the reason I don't like MP is because I'm a grey old codger who yells at kids to get off his lawn.  That must be it.

 

And clearly MP is beyond my intellectual capacity too, <_<

 

It can't possibly be because when I want to play with others, I prefer to gather around a tabletop game.  And when I play video games, it's typically after I get home from work, am tired, and simply want to play a game I want for a length of time I set, without being dependent on (or having other people depend on me) for enjoyment.  

 

I consider video games to be me time.  


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#175
yolobastien6412

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Yes, yes, the reason I don't like MP is because I'm a grey old codger who yells at kids to get off his lawn.  That must be it.

 

And clearly MP is beyond my intellectual capacity too, <_<

 

It can't possibly be because when I want to play with others, I prefer to gather around a tabletop game.  And when I play video games, it's typically after I get home from work, am tired, and simply want to play a game I want for a length of time I set, without being dependent on (or having other people depend on me) for enjoyment.  

 

I consider video games to be me time.  

That's the problem with many people nowadays (should I say young people?), fun with others is virtual, not with actual people around, at least not as much as back in childhood times. Fun for me was playing outside with friends. Video games to me are also something to do alone, to chill with oneself. If I want to have fun with other people, I'll go to the club or an event or go watch a movie.