So...Bioware just ripped from World of Warcraft Garrison mechanics, which was one of the most despised additions in the recent expansion.
Great!
I don't know anything about WoW. Why were the Garrison mechanics despised?
So...Bioware just ripped from World of Warcraft Garrison mechanics, which was one of the most despised additions in the recent expansion.
Great!
I know Dutch loves to troll from time to time, but i do wonder what type of missions the team will use to pad out the gameplay hours for MEA.I hope they don't contain all the negative aspects of ME's planet scanning, DAI's WT, and Fallout 4's settlement system. Mind you, it's all speculation but still...
Hey! I loved Fallout 4's settlement system!
Hey! I loved Fallout 4's settlement system!
I understand the individual words you're using - I just can't comprehend the sentence they form.
If you don't like it, fine. Just understand there are people (like me) who like it.
If you don't like it, fine. Just understand there are people (like me) who like it.
I was being a bit flippant, but I was hoping to actually start a conversation. I genuinely don't understand the fun. Not because I don't think settlement building can't be fun in the abstract (I love 4X games, for example). I just found the controls so awful that the whole thing was unplayable. I'm curious what you liked about it.
I was being a bit flippant, but I was hoping to actually start a conversation. I genuinely don't understand the fun. Not because I don't think settlement building can't be fun in the abstract (I love 4X games, for example). I just found the controls so awful that the whole thing was unplayable. I'm curious what you liked about it.
Oh sorry,
I didn't mind the controls, I admit it was frustrating to "snap" pieces together at first but I managed to find a work around and I was able to get going. I think what I found fun was that liked the idea of being the leader of my very own settlement or settlements. In a post apocalyptic world, It felt good that I canrescue settlers and give them a home where they can feel safe. Mods just made it even more fun in my opinion since I can expand my empire and then gather my people and give out speeches like this:
I'm still constructing Sanctuary, but I've transformed it into a fortress so far and I'm still adding more to it.
Oh sorry,
I didn't mind the controls, I admit it was frustrating to "snap" pieces together at first but I managed to find a work around and I was able to get going. I think what I found fun was that liked the idea of being the leader of my very own settlement or settlements. Mods just made it even more fun in my opinion since I can expand my empire and then gather my people and give out speeches like this:
I never stuck with FO4 enough to actually get into mods - it mostly disappointed me for being more of the same Bestheda stuff, and I was so bored with their style of game after Skyrim (and spoiled with the far superior, IMO, New Vegas on the RP/quest side) that I didn't stick with it long enough. I think what it comes down to a lot is that for me, reactivity is king: if the content isn't reactive, and very rarely is it reactive in a Bestheda game, then I don't really fee like I am actually, say, the leader of a settlement. In the abstract I agree with you the concept is fun - it just didn't play out for me that way.
It'll be interesting to see how ME:A, which is ultimately based on a series that's far more driven towards narrative, would handle this whole colony theme.
We'll see, Bioware and Bethesda approach RPG's differently and I despised the War Room mechanic in Inquistion. Why are missions in that mechanic done in real time instead game time?!
I laugh every time someone raises concerns over a games length. A game's length means jack in the grand scheme of things. A game's replay value. THAT is something one should be focused on. The Way of the Samurai games can all be beaten in under 20 minutes. But they have a large number of different endings and story pathways to choose from, increasing its replay value 10 fold. I have 300 hours logged in WoTS 2 alone. All because of replay value.
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I think this "sticking around" is an excuse to give EA a metric that says ME:A players spend N billions seconds connect time, which they will flaunt to the investment world. EA won't provide a number that is anywhere near the actual main story arc playing time.
I actually don't. I think EA is hands off when it comes to BioWare, at least as much as they can be. Hell, they've brought home two GotY awards in the past six years. Possibly more. (ME2 in 2010 and DAI) BioWare's the one calling the shots, at least creatively IMO.
If you don't like it, fine. Just understand there are people (like me) who like it.
I liked it, to an extent. But that's probably because everything else was really underwhelming.
To you. ![]()
To you.
Well, yes.
The difference between Fallout 4 and New Vegas is startling.
Both games were made by different companies so of course their approach to Fallout is different. Besides were getting off topic (assuming this is a topic and not bait.).
Both games were made by different companies so of course their approach to Fallout is different. Besides were getting off topic (assuming this is a topic and not bait.).
They were, but Obsidian got the spirit of Fallout right. F4 is barely an RPG.
I disagree with that (though Obsidian is what made up of former black island employees.). To reiterate we're getting off-topic, so to start off what are the new mechanics of Andromeda?
I disagree with that (though Obsidian is what made up of former black island employees.). To reiterate we're getting off-topic, so to start off what are the new mechanics of Andromeda?
Hell, I have no idea. No one does. Why d'ya think I'm talking about Fallout?
Sigh..... I wish Bioware gave us more information.
We'll see, Bioware and Bethesda approach RPG's differently and I despised the War Room mechanic in Inquistion. Why are missions in that mechanic done in real time instead game time?!
I don't know why you'd want game time. It's functionally equivalent to real-time, except you can't squeeze in an extra mission while offline. Metal Gear Solid V had game time for researching weapons and such and it worked pretty poorly in comparison.
God.... i know this is speculation, but i hope not.
Snip
To reiterate we're getting off-topic, so to start off what are the new mechanics of Andromeda?
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There were E3 interviews with Bio mangers that you can look up. If you are interested in "mechanics" in a general sense, I'm posting a link, below, that summarizes everything, quite nicely.
https://www.reddit.c...romeda_from_e3/
Specifics are rare, unfortunately. Fortunately, the Behind the Scenes video does give hints.
One, we get a Halo like Biotic Power Fist, similar to the Nova.
Two, combat makes use of cover (I'm desperate for an AI to relieve the protag from micro managing your team).
Two and a half, you can switch shoulders.
Three, exploration function seems to:
a- land the tempest
b- drive the Mako from the cargo bay off into "wonderland".
Ship navigation controls are simpler and there are two crew members to assist you. Can't say what their function is but I see no Comm Specialist or personal assistant (yeoman). My view is you really need one to relieve you of minutiae, as the protag must concentrate on much heavier duties and responsibilities. Perhaps one to remove stress as well? ![]()
Speculation
1. N7 and protag are brother sister act.
2. Dialogue improvements -- cinematic interruptions, interrupting banter, more grey choices...
3. Protag's approach to a problem influences you team.
4. Team members have different viewpoints ... difficult to keep them together... some don't like each other
5. romance courtship is longer
We'll see, Bioware and Bethesda approach RPG's differently and I despised the War Room mechanic in Inquistion. Why are missions in that mechanic done in real time instead game time?!
I don't mind the war room but then as a slow player it's less of a problem for me so dosen't take away too much enjoyment of DAI for me but I have to admit some of the longer missions can be a pain waiting for them to count down and in truth it should be done on a mission counter rather than a clock one but hopefully Bioware will get that right if they decide to repeat it in MEA. I think the idea was good but the implementation of it was the questionable part.
Different approaches, maybe. I never found myself waiting for one to complete, since there was always something else to be doing.
Note that a mission counter would be less flexible than what we got.