Right, so swapping out the whole ammo block could be super powerful without breaking the lore.Well the one thing that actually is consistent is that they're all weapon mods and not swapping out the ammo block. Mods were their own documented thing in Mass Effect 1.
I've just solved the ammo problem.
How often?That depends on how often you're doing quests. Major ones don't occur all that often, but there are a number of minor ones.
In-character decision-making is all roleplaying is. I'd like to do it as often as possible. Every 30 seconds would work nicely.
If anyone isn't, I'm soing them a service.I'm pretty sure most people around here were already aware of the costs of new features, we just decided they were acceptable costs.
And they're not particularly likely to be if they're new players who never experienced the old design.
Why do you think people know these things? Because you do? Stop projecting.
Funny how we saw no improvement during the ME series so far then.The improvement to paraphrasing are simply a natural progression of continued use. Anybody gets better at doing something the more they do it.
Also, how many of the MEA writers worked on previous paraphrase games?
Are your conclusions based on any relevant information?
More exploration is a good thing. If MEA has more exploration than ME3 did (which had none at all), then that's an improvement. That's a step in my direction.The exploration will have to be seen how much emphasis there is on it in ME:A. One of the major complaints about DA:I was that the exploration came at the cost of interesting side content in most of the zones. We have no idea how they're going to address that, but BioWare does have a history of being overly zealous in addressing complaints.
It does happen. It is happening.
A retcon breaks the setting once. Inconsistent cutscenes break the setting every time.I would rather just get the combat we've been getting while allowing cutscenes to have additional uses of biotics that make sense in an out of combat context.
That sounds a lot easier and doesn't have to retcon the majority of the game's technology and how pretty much everything works.
And this is the perfect time for a retcon. Without significant returning characters, there's no danger of running over anyone's headcanon (the primary downside of retcons).
That's entirely consistent with what I said.I would think the more likely one is that they figured it didn't matter.
I say this because biotics in general are already basically space magic whenever they want it to be. Even combat abilities like Reave and Dominate were lore breaking.





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