What elements of the old games should be brought back?
#101
Posté 11 avril 2016 - 08:55
Frequent possibilities for squadmember permadeth makes this series unforgettable and drives you to replay an entire game just to undo your poor choices from previous ones.
Let's have collectables return but more like Fallout 4- unique objects which you can observe/read/interact with.
Bring back the Speech skill tree.
Also let's bring back loyalty/friendship but again more like Fallout 4 where each squadmember responds favorably/negatively to your actions/dialogue choices.
#102
Posté 11 avril 2016 - 09:31
Personally, I think both DA and ME would've been lesser for its exclusion and that people around here are unfairly negative toward it.
#103
Posté 11 avril 2016 - 10:52
As I indicated previously.
Programmable tactics for your squaddies. Kit them out how you like, hopefully with level of choices and variations available in ME3MP, then have them follow the tactics you have previously set. Not a limited set like in DAI, but a robust set, even more so than DA2.
You're not addressing the pause feature; you're simply talking about having a better "autopilot" for squad members.
If you need to tell them to do something like move to a specific spot, take hard cover, etc, based upon a changing tactical situation, fine, have commands to do that, but do it in real time, not with a pause.
As I stated previously, you can already direct movement of your team without the pause menu. The game has basic commands you can access in real time. What you can't do is access their full range of abilities to use at any given moment, so what you're suggesting is simply taking away the player's ability to directly access the entire power set of the entire group. This is why mention of DA2 contradicts your argument; it pretty much illustrates why the pause feature is necessary if you want the ability to effectively use every single power every single member of your team possesses. ME3MP doesn't help to provide any kind of support for the argument, since pausing the action is a technical impossibility anyway and you don't control multiple characters.
- AlanC9, heinoMK2, fraggle et 1 autre aiment ceci
#104
Posté 11 avril 2016 - 01:49
Kinect says hello. PS camera/various PC peripherals also. I didn't have Kinect for me3 but voice commands give the user access to the full range of squad powers in real time so there's that. Although personally I like the tactical view as I find it relaxing and it creates more interesting gameplay possibilities that you wouldn't necessarily have the time to notice in real-time under heavy fire. The only class I play in real time is infiltrator.You're not addressing the pause feature; you're simply talking about having a better "autopilot" for squad members.
As I stated previously, you can already direct movement of your team without the pause menu. The game has basic commands you can access in real time. What you can't do is access their full range of abilities to use at any given moment, so what you're suggesting is simply taking away the player's ability to directly access the entire power set of the entire group. This is why mention of DA2 contradicts your argument; it pretty much illustrates why the pause feature is necessary if you want the ability to effectively use every single power every single member of your team possesses. ME3MP doesn't help to provide any kind of support for the argument, since pausing the action is a technical impossibility anyway and you don't control multiple characters.
#105
Posté 11 avril 2016 - 02:47
Kinect says hello. PS camera/various PC peripherals also. I didn't have Kinect for me3 but voice commands give the user access to the full range of squad powers in real time so there's that. Although personally I like the tactical view as I find it relaxing and it creates more interesting gameplay possibilities that you wouldn't necessarily have the time to notice in real-time under heavy fire. The only class I play in real time is infiltrator.
If I want to yell at a screen, I'll watch the news ![]()
- Fade9wayz, Guanxii, KaiserShep et 2 autres aiment ceci
#106
Posté 11 avril 2016 - 03:01
I don't see this as an inherent problem with the feature, but rather something that simply needs proper planning to implement well. I think that the import feature does shine in many places throughout the trilogy, even if the overall experience is flawed. Take the genophage story. Despite the fact that the genophage can always be cured, the various outcomes of Priority: Tuchanka can be very meaningful for the individual characters involved because of choices made in the two games prior. All in all, I think that this feature is more fun than not having it at all, and of all the negative aspects of the trilogy, I would not consider this one of them.
Tuchanka and to a lesser extent Rannoch are the only points where save imports "shine" Everywhere else it's simply a matter of who you talk to. Mordin Solus or Padok Wiks? Tali'Zorah or Shala'Ran? The presence or absence of a given individual. Because that's really the best we can expect. They simply can't do divergence properly because at some point, the story has to get back on the rails.
This is why Shepard got spaced in ME2 (however stupid that was). And why Shep was in "protective custody" in ME3 (regardless of one's feelings about Cerberus, the batarians, or the SA). Everyone's story has to reset by the start of the next game.
And then there's points where imports hilariously fail. Romance Ashley/Kaidan in ME1, get treated like sh*t by them in ME2 (again, regardless of actual behavior in ME1 towards the VS or Cerberus) , and go back to romancing them in ME3. "Ah, yes, 'Reapers'". Or the lol "consequences" of keeping or destroying the Collector base.
Needs refinement? No. First they have to actually figure out how to tell a coherent multi-game story. You have to learn to stand before you learn to walk. At least without an import system I can write off discrepancies as a canonized outcome. Rather than my choices not mattering despite insistence to the contrary.
- Laughing_Man et frylock23 aiment ceci
#107
Posté 11 avril 2016 - 03:14
Drinking and dancing badly in random clubs when your'e supposed to be saving the galaxy.
#108
Posté 11 avril 2016 - 04:42
Your profile image looks a lot like a gay romance to me tho.
They're not gay, they're Europeans.
#109
Posté 11 avril 2016 - 05:29
IMO, we haven't had an ME game where exploration wasn't filler on some level. ME1 draws heavily from old space exploration games like Starflight and Star Control 2, but the difference with those games was that exploration was essential. Unlike in ME1, where you're told to go to Feros, Noveria, Therum, etc. right off the bat, you didn't know where to go in those older games, and you could often discover plot-critical items and information just by randomly jumping into a new system. With the easy availability of FAQs, fewer players would have the patience to play that style; they would probably just consult a guide and figure out which systems you're supposed to go to. So it's difficult, although not necessarily impossible, to create the kind of space exploration experience that ME1 tried to replicate.
True but in ME1 it felt less like a fetch quest than ME2 & 3's approach. You travelled to a world and you would explore to find something. You didn't have to keep running back to known space to turn in the mission. I'm not saying ME1 was perfect, nor that it should be copied, just used as a starting point. Like I said, the concept, rather than the implementation.
If exploration is in the game than I want exploration to be part of the story. I want to go to places and actually explore not grab a pad and fly back to base to hand it over. They should be mini-self contained quests in their own right that tie in to the larger story. For example, break up parts of the back story and allow us, through exploration, to discover how we came to Andromeda. Give us enough up front for the plot but tuck away the meat in the places we can explore.
This, for me at least, would be a far more interesting reason for me to explore than ME2s "You need 50 Space Goo to build Big Honking Space Cannon to kill Generic Bad guys with or half your crew will die" or the even worse ME3's "You need 50 Space Goo to get the best ending which is still a pile of nonsensical **** anyway" ![]()
#110
Posté 11 avril 2016 - 08:30
Armor customization but this time for the whole squad.
Helmet toggle from ME 1
Heavy Weapons ME 2 style
neutral dialogue options
interupts
squadmate banter
weapon mods ME 3 style
grenades
casual outfit options in between missions and expand it to the squad
#111
Posté 11 avril 2016 - 09:17
Lash, Nova, and Biotic charge.
Lash is easily the most hilarious power in ME3. Also bring back Lift. Lift > Pull. Lift actually held a target in place for you to shoot it. All pull does most of the time is bring an enemy behind you forcing you to turn around and shoot them, often getting killed because of it lol. Oh and make singularity you know keep people in place like it did in 1, not fling them over to us.This is why I Vanguard in 2 & 3. They made Adept suicidal in the sequels LOL.
Actually they should take influence from ME1's biotic powers in general. Throw was better in the first one too. Kaidan used to be able to one shot most enemies by smashing them against stuff.
And then there's points where imports hilariously fail. Romance Ashley/Kaidan in ME1, get treated like sh*t by them in ME2 (again, regardless of actual behavior in ME1 towards the VS or Cerberus) , and go back to romancing them in ME3. "Ah, yes, 'Reapers'". Or the lol "consequences" of keeping or destroying the Collector base.
Well to be fair. You died, and were put back together by Cerberus. At that point Ash/Kaidan probably don't even believe you to be the real Shepard. In 3 Kaidan even says "I don't know what you are or who". Tbh Ash/Kaidan romance were probably one of the more authentic relationships. Ash/Kaidan aren't immediately throwing themselves at you like most of the Aliens are, and throughout all 3 games it actually seems like one that is still developing and going through rocky points. I thought the whole Liara attraction thing was so rushed. I had like two conversations with her in ME1 and already she was like "we're meant to be". I got ninja romanced.
#112
Posté 11 avril 2016 - 11:16
I'll admit to missing the hacking and bypassing mini-games.
I liked the weapon mods; would like some more variety there.
I would like to see the neutral option return in dialogue, or something more like the DA:I dialogue options.
I want to develop deep, complicated relationships with all my squad across all the installments of the series.
I'd like to see the chance for my squadmates to die before the end of the series in place or leave the team in other ways.
- Shinobu aime ceci
#113
Posté 11 avril 2016 - 11:26
The power evolutions tree. Introduce gear / weapon amps that we use in the multiplayer.
#114
Posté 12 avril 2016 - 12:58
well thane could have been hit. Plus I agree about the whole LI death stuff. Maybe if LI's die it's because they are victim to certain choices we make. But that's a discussion for a different thread.It was horrendous and Shep + company just stood there like idiots. It was also a huge slap in the face for all those who romanced Thane; a truly sucky thing to do from BioWare but you had to play Thane's romance to really understand why. Thank god there's a mod to prevent that. I don't never ever want to see them kill off a LI again. But that's that. Back to the topic.
#115
Posté 12 avril 2016 - 01:01
renegade option:ha ha ha! Funny man. *omni blades you in the face*. Paragon: *Pats you on the back* let's grab some ryncol.Ha!
Good one!
*Pats you on the back.*
Now get in the airlock.
#116
Posté 12 avril 2016 - 02:10
They're not gay, they're Europeans.
Kissing men is not a gay thing. Only if it's a romantic kiss, but cheek to cheek is just a greeting. And not all Europeans greet like that. It's a cultural thing. I think it's better than eating live octopus, or having cheese in a can.
#117
Posté 12 avril 2016 - 02:25
Kinect says hello. PS camera/various PC peripherals also. I didn't have Kinect for me3 but voice commands give the user access to the full range of squad powers in real time so there's that. Although personally I like the tactical view as I find it relaxing and it creates more interesting gameplay possibilities that you wouldn't necessarily have the time to notice in real-time under heavy fire. The only class I play in real time is infiltrator.
Gah voice controls? The cure is worse than the disease.
- Iakus aime ceci
#118
Posté 12 avril 2016 - 03:55
I like ME1's long drawn out convos with squaddies where you get to know them.
- Iakus, Shinobu et yolobastien6412 aiment ceci
#119
Posté 12 avril 2016 - 03:57
Pistols being godly like they were in ME1
#120
Posté 12 avril 2016 - 04:04
Take away the thermal clips.
The risk of weapons in ME1 overheating forced players to get tactical. Use cover and strafe enemies
- yolobastien6412 aime ceci
#121
Posté 12 avril 2016 - 04:20
Unusual aliens that you can't help but kill eg Rachni.
Unique missions Rachni Hot Labs
#122
Posté 12 avril 2016 - 04:35
You're not addressing the pause feature; you're simply talking about having a better "autopilot" for squad members.
As I stated previously, you can already direct movement of your team without the pause menu. The game has basic commands you can access in real time. What you can't do is access their full range of abilities to use at any given moment, so what you're suggesting is simply taking away the player's ability to directly access the entire power set of the entire group. This is why mention of DA2 contradicts your argument; it pretty much illustrates why the pause feature is necessary if you want the ability to effectively use every single power every single member of your team possesses. ME3MP doesn't help to provide any kind of support for the argument, since pausing the action is a technical impossibility anyway and you don't control multiple characters.
I can think of two ways to implement such a proposal
1) Simply delete the pause. Power/weapon wheel comes up as normal, but everything continues to play out in real time while you select what to do (or get shot in the face trying).
2) Hotkeys. Would be easy for PC, and consoles could use button combinations/ sequences a bit like fighting games do for their vast movesets.
- Dalakaar et Spectr61 aiment ceci
#123
Posté 12 avril 2016 - 04:39
1) Simply delete the pause. Power/weapon wheel comes up as normal, but everything continues to play out in real time while you select what to do (or get shot in the face trying).
Telling SPers they don't get pause?
...I hope you're immune to pitchforks and nooses.
- Quarian Master Race et yolobastien6412 aiment ceci
#124
Posté 12 avril 2016 - 04:49
I can think of two ways to implement such a proposal
1) Simply delete the pause. Power/weapon wheel comes up as normal, but everything continues to play out in real time while you select what to do (or get shot in the face trying).
2) Hotkeys. Would be easy for PC, and consoles could use button combinations/ sequences a bit like fighting games do for their vast movesets.
Well, I suppose 1 would provide a fair dose of disincentive for any player to touch the power wheel ever again, much in the same fashion smearing manure on your sandwich prevents your roommates from eating it.
I thought about hotkeys for PC's, but button combos should stay in fighting games where they belong. Who the sh*t wants to smash at buttons in sequence just to release a gorram singularity?
- fraggle, correctamundo et yolobastien6412 aiment ceci
#125
Posté 12 avril 2016 - 04:51
Telling SPers they don't get pause?
...I hope you're immune to pitchforks and nooses.
There'd be a pause, but it'd be a traditional one used only for necessary interruptions or changing settings, not a crutch for baddies to lean on.
These plebs could try, but unlike the enemies in EZ mode (lolSP), I cannot be defeated by freezing spacetime.
- Dalakaar aime ceci





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