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Future DA MP?


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#1
KallenX

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Would you want to be able to play SP and have a friend come in with a self-rolled character and background and co-op a dungeon with a couple game characters who would comment and talk about things related to what you and your friend rolled (character race/class/history wise)?

 

I would love to not only do the maps we have now in DAIMP but also go with a friend to a co-op area of a map like Hinterlands.  Maybe I'm just too used to doing this kind of thing in WoW.  WoW was never all that immersive for me. DA is a different beast, but with shared potential features.

 

What would you want to see improved for any future DA MP?  For me If it had to bethe same separate MP lobby format, i'd at least want to see longer zone maps and more novel things to encounter that would encourage slower progression (less speed run incentives).. like hidden doors, big traps, occasional friendly AI.

 

In general, i'd find DA MP to improve if they brought in more old school D&D features, but perhaps not everyone would agree.  Sharing a SP experience with a friend would be spectacular, esp if the environment accepted more players.

 


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#2
Minuos

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I'd prefer to keep SP and MP essentially separate. Though, considering how tiresome I found SP, maybe switching it up like how you said wouldn't be a bad thing. Not sure, though. For now, I'm happy with the option of one or the other.

 

As for maps, I really don't care how long they take, how expansive they are or how much there is to do per run, as long as the combat is fun and the loot (and game in general) is progressive. DAIMP has too much RNG BS trying to bank off platinum, unrewarding to the point where no one wants to spend anything on it.

 

Do away with promotions, have a high, hard to reach level cap with diminishing rewards and add attribute/ability rewards to challenges. That's how I'd like to see it handled, but whatever works is fine. Fun is fun. All I ever wanted was variety. More characters, more factions/enemies, more locations.

 

Also, I know people like the MP personalities but new classes would have been much, much easier to implement if they were more generic. I'd have been quite happy playing as Inquisition [insert class], maybe with unlockable race options and class-based legendary variants/skins (characters from the game(s)).

 

Most importantly, though, I'd just want to avoid the sense of regret I felt for spending so long on the game, only to have the plug pulled with hardly any added content. I came back for a while but I think I'm actually done at this point.


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#3
KallenX

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Do you think they made it on purpose to be boring as to discourage long term play so gamers would not hesitate on the next game MP?  I know the topic has been done to death in forums,  I still think there are some great ideas not implemented for such a game genre and Bioware is in the best situation to move them forward.

 

I'd thinkthat developing SP and MP side by side would make the creation of both much cheaper and simpler.  I'd like the majority of SP to remain SP, but to have a group hub with perhaps mercenary missions or whatever where you can do content with friends, I don't really see a downside.  I'm with Bioware all the way on keeping pvp out of the game. 

 

Promotions kind of solve the problem of needing a cap, but for players like Silver Smurf, is there really a point to gaining more Promotions?  I'd imagine there's nothing gear wise.. and as you mentioned RNG shouldn't be a focus and make players grind.  If there was a large loot table of varying items at top ends, there may not be such a focus on a player going after 1 item and never getting it.  RNG has been sort of kind to me, but if certain things wont drop until a certain prestige level.. then it annoys me a lot as i get nothing in my chests but mats which are only useful for Dragon Call...  Having perhaps at least RNG EVENTS like rare spawn mobs at the simplest level, or a rare side-path to a rare map.  Look at how popular Commander Druffy is, this is what i'm talking about.  Right now DAIMP only has that as a variance.

 

I hate to say but the maps are starting to put me to sleep.  ME3MP has a LOT more maps and i've never really felt bored of any of them.  ME3MP maps also tend to not be so linear a sandbox (get from Point A to Point B).  Perhaps some survival type maps would have benefitted DAIMP.

 

I'd love to craft my own MP character based off the stock options.  I know the voice work is a bit much.. but if Bioware really wanted to capitalize.. maybe make voice packs as optional purchases and very rare drops.  There's a ton of ideas I should be hired to help Bioware with... lol   I'm not that far from Deadmonton (it's not that bad there, I know).  I guess i get annoyed at the limited armour options, and suspect Bioware dropped the ball.  How many actually buy platiunum??  I've never, not in DAIMP or ME3MP... i just don't see the point.   If there were things that made it more fun to play, i'd be more enticed to spend a little more, especially mid game cycle when i'm jonesing for something fresh.

 

I know how you feel about having content pulled.  When i started playing ME3MP, i had JUST missed the last week of weekend events...  Really pissed me off, i wanted to have fun and partake, and was left out as I spent most of the first year or two playing the crap out of SP.   Bioware can't support community events carrying over to whatever they release next???  WOuldn't that show loyalty to their customer base and improve sales?    pretty lame-o.


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#4
HunterKipling

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Depending on the content of ME:A, it would seem plausible that BW would go this direction. Whether to go with timed map events or co-op dungeons

that would scale according to the number of players is another story. That has both pros and cons MMO players could discuss forever. I would prefer

to see SP and MP separate as Minuos pointed out. I also see DAI's SP having quite a bit of empty spaces. I enjoyed finding easter eggs in games no matter

how quirky they may get, but I also like spontaneity.

 

Certain games have replay value, because your choices matter. I don't want to remember when certain triggers happen: enemies appearing after a given

criteria is met. That works only in places like 5/5 of MP in DAMP when it is a part of a climactic build or a momentary pause.

 

I agree with KallenX about choices on the player character in MP being unique enough to be as immersive as the one in SP. Having played a few MMOs,

I tire of the same old grind. However, if the grind is fun and unpredictable, then I will be more than happy to fail and smile and learn.  :)


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#5
Silversmurf

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...but for players like Silver Smurf, is there really a point to gaining more Promotions?...

 

Oh sure, pick on me  :crying:

 

Spoiler


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#6
KallenX

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No picking, you just rock the MP game and we all know you lol    That's my point about SP, they could bring the SP and MP  players together a little by, say, having MP players be mercenaries. I mean that's already built into the SP story line, most notably with Iron Bull and the Chargers.    I think I read via Autumn that DA4 may be some sort of tactical game involving them -rumour/speculation- 

 

I don't really understand the aversion to having MP help out a SP play through RPG wise.  Both SP and MP can be incorporated into a whole, not sure if I see how keeping them totally separate makes sense when there is no PVP involved.  The mercs could just hang out in a tavern between matches instead on a lobby screen, and still have the queue system at hand. 

 

Think that failed ps3 community space which was totally useless, it was still an interesting idea at the time for being able to walk around with a body sized avatar, just no purpose to be there really, ever.   A SP PC could walk into the tavern and recruit 3 other players who would get gold from the SP player to run various levels of difficult maps/zones.  Maybe the overhaul would allow Bioware to design a lobby system that doesn't crash all the time as a bonus.  The game companies at some point are going to have to maintain MP spaces, the whole offloading of it leads to.. well you see what it does with DAIMP sessions, same thing happens in ME3MP.  It's really trashy dev work imo. mostly due to corporate decision not to host basic lobby systems or force Sony to create/host them via the now mandatory PS PLUS (idk about Xbox or PC).

 

I would be really happy if i could RP my SP PC and walk it into a tavern and join a MP match with her/him, then buy the tavern a round after.a successful mission, then mope back to the LI who is probably pissed I've been away all day and night.



#7
Minuos

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Side-by-side development might work, but SP and MP are fundamentally different, so you might just end up with two teams constantly tripping over each other.  :P That, and wasn't there a bunch of complaining about ME3MP being linked to SP? "Never again" might be the go-to response for the notion. I'm sure they could make it work somehow, but my personal concern is that things will be pushed too far towards one thing or the other. I like being able to choose between SP and MP outright.

DAMP probably ended up being as repetitive and grindy as it is because of what the devs had to work with. Maybe there were ideas to improve things all-around, but maybe potential solutions weren't a realistic option at that stage of things, or maybe someone just said no. Maybe next time. I'm distantly hopeful, despite my misery.


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#8
KallenX

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I agree, which is why MP players would never have to set foot in the SP world with their MP only characters.  I guess I'm odd in that I'd like to be able to update my MP characters via SP and update some SP things with MP.  Having a tavern, like Hotel California, would at least add some entertainment value, while letting SP tie in without being forced to MP, and MP players never once having to step foot on a SP zone.  I don't get why it has to be segregated.

 

I also really don't get the outrage over the ME3 thing.. it was a non issue from the start as you could get the final ending without any MP war table assets/points. Wasn't easy, but I did it.  and even so, what's the big deal?  You can't ever have everything in life, pick your battles and whine less about not having entitlement feelings fulfilled.  RNG is RNG. at least it's not WoW with RNG in RNG in RNG...  Anyways, vocal minority stupidity that was, imo.  If i could have played Tali in MP, i would have done so lots (nice posterior.. i mean personality).  I didn't feel so left out i guess as the MP ME classes were/are very cool.  DAIMP enhanced the MP a lot as they added names, backgrounds and character voices/emotes/conversations.   I like that addition, it shows, albeit a small one, a move in the direction of having MP characters that matter.  I'd like to see that explored in more depth.

 

I think the issues are more older gamers expect convention to never be broken, but if it's never broken, you'll never get better, deeper games.



#9
HunterKipling

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How realistic is it to create procedural generated maps in MP for the Frostbite engine?



#10
AutumnWitch

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It's always confounded me with the vastness of DAI SP why so few maps in MP. I guess they didn't want to have exterior maps (Like running through the forest, desert etc.) But I think it could have easily been done, For examples, some of the small villages in Exalted Plains of even a dungeon crawl from Descent. Maybe they were just feeling it out how successful it would be and have a more extensive MP in "DA-4 The Quest For More Money" (hee hee! Who gets that reference?) 


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#11
The Drone

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Hopefully everyone!


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#12
Wavebend

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It's always confounded me with the vastness of DAI SP why so few maps in MP. I guess they didn't want to have exterior maps (Like running through the forest, desert etc.) But I think it could have easily been done, For examples, some of the small villages in Exalted Plains of even a dungeon crawl from Descent. Maybe they were just feeling it out how successful it would be and have a more extensive MP in "DA-4 The Quest For More Money" (hee hee! Who gets that reference?) 

 

I believe a lot of things were good enough in DAI:MP. The progression system sucked, although it was still okay because you did progress and was rewarded by the grind (something that isn't done properly in The Division).

 

The maps were fine. The 5-zones system was a bit repetitive, but the random routing was a really good feature. Maybe they can still improve that a bit, perhaps move on to a different system that isn't as static. In any case, more open-world maps like the dragon map and beautiful vistas would be cool.

 

There are 3 things I'd like to see improved, IMO.

 

1. The overall gameplay : bad combat movement (I've spent some time attempting to create a different movement system, and I / it completely failed, an overall pass of all enemy AI would've been needed to make it work). Not enough or too much "weight" in combat animations; warriors didn't have enough weight (especially 2H was disgusting to play with in auto-attack mode), most bow/mage animations were fine, though. Not enough responsiveness behind controls (like The Witcher 3, I hate that game for its bad gameplay, yet The Division does something similar but pulls it off so nicely). Auto-attack (left clicks) wasn't done properly IMO, looked way off on warriors especially. And I still don't know why the devs chose to completely lock movement during attacks (animation priority > controls), like a poorly done dark souls-ish system. The virtuoso + Isabella feel much better to play with that in mind as they can attack while moving, isn't that cool. Also, don't make undodgeable attacks (red templar spikes, demon commander charge), that ain't cool. Finally, how cool would it be to have classes that play completely differently, think bow+arrow would have a FPS crosshair, yet mages would play in 3rd person, borrowing gameplay elements from destiny here...

 

2. Enemy / friendly AI. "Defend the Inquisition Messenger" wave event turned out to be "Get the Inquisition Messenger killed as fast as possible" event. Also, if I'm fighting a footsoldier and all he does is aimlessly swing his sword at air, then I don't feel challenged. If you want to get more action-y type of combat (I guess this is why DA:I drifted away from previous DAs for more action-y gameplay?) then make sure the AI is up to par. I'd LOVE to have similar AI as in Dark souls (I'm asking too much here) or Dragon's dogma. Luke nailed the AI in Heartbreaker mode, I'm sure they can figure out something extraordinary if they work with him.

 

3. Progression is super important to keep you playing. Just get a solid progression system. I'm not a game dev but there's no doubt there's something better than mindlessly grinding promotions that make you stupid overpowered.


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#13
KallenX

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Archer/Hunter also shoot while moving.  Game-play is good enough for me that the technical glitches way overshadow my personal desire for them to invest time improving combat.  Your points all ring true with me though.  I'm sure Bioware will continue some sort of evolution, but it seems alright as is. I prefer the ME:MP system as it utilizes cover better but you can leverage it in DAIMP if you're careful (as mentioned, not too close to walls as they are see through/arrow porous).  If DAIMP was like ME3MP in that regard, i would be ecstatic.  It just seems more realistic to use environment to dodge/make attacks that to stand in the open and get riddled with ballistics/spell goo.  some classes it makes sense, my hunter should be in camouflage.

 

I'm not totally on board to make classes all play vastly differently but having more play options, off a default, would add useful flavour.

 

The promotion system works as there was never any intention to make this more than a basic crawler.  In a sense, it is the best way to cap off the rpg, i can't see how limitless levels would do any good or be much different.  There's just nowhere to go, so leaderboard graveyard (if you get so lucky).

 

As in teh AI thread, the Captain is the most stupid AI in the game, in my opinion.  they spent zero time on that dude.

 

One big game-play issue i do have is the camera gets stuck after rushing mobs...  stuck camera and not getting it oriented to keep fighting, unless it is intended that way, then nm i guess

 

 

 

 

 

I believe a lot of things were good enough in DAI:MP. The progression system sucked, although it was still okay because you did progress and was rewarded by the grind (something that isn't done properly in The Division).

 

The maps were fine. The 5-zones system was a bit repetitive, but the random routing was a really good feature. Maybe they can still improve that a bit, perhaps move on to a different system that isn't as static. In any case, more open-world maps like the dragon map and beautiful vistas would be cool.

 

There are 3 things I'd like to see improved, IMO.

 

1. The overall gameplay : bad combat movement (I've spent some time attempting to create a different movement system, and I / it completely failed, an overall pass of all enemy AI would've been needed to make it work). Not enough or too much "weight" in combat animations; warriors didn't have enough weight (especially 2H was disgusting to play with in auto-attack mode), most bow/mage animations were fine, though. Not enough responsiveness behind controls (like The Witcher 3, I hate that game for its bad gameplay, yet The Division does something similar but pulls it off so nicely). Auto-attack (left clicks) wasn't done properly IMO, looked way off on warriors especially. And I still don't know why the devs chose to completely lock movement during attacks (animation priority > controls), like a poorly done dark souls-ish system. The virtuoso + Isabella feel much better to play with that in mind as they can attack while moving, isn't that cool. Also, don't make undodgeable attacks (red templar spikes, demon commander charge), that ain't cool. Finally, how cool would it be to have classes that play completely differently, think bow+arrow would have a FPS crosshair, yet mages would play in 3rd person, borrowing gameplay elements from destiny here...

 

2. Enemy / friendly AI. "Defend the Inquisition Messenger" wave event turned out to be "Get the Inquisition Messenger killed as fast as possible" event. Also, if I'm fighting a footsoldier and all he does is aimlessly swing his sword at air, then I don't feel challenged. If you want to get more action-y type of combat (I guess this is why DA:I drifted away from previous DAs for more action-y gameplay?) then make sure the AI is up to par. I'd LOVE to have similar AI as in Dark souls (I'm asking too much here) or Dragon's dogma. Luke nailed the AI in Heartbreaker mode, I'm sure they can figure out something extraordinary if they work with him.

 

3. Progression is super important to keep you playing. Just get a solid progression system. I'm not a game dev but there's no doubt there's something better than mindlessly grinding promotions that make you stupid overpowered.



#14
Minuos

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I believe a lot of things were good enough in DAI:MP...

 

3. Progression is super important to keep you playing. Just get a solid progression system. I'm not a game dev but there's no doubt there's something better than mindlessly grinding promotions that make you stupid overpowered.

 

I don't think anyone would have spent so long playing if they hadn't done a lot right. As so many people have pointed out since launch, though, there's also a lot that was done wrong, or at least could have been done better. The lack of actual cover or real skill mechanics are a good example, but that's an issue with the base game, like a lot of things.

 

Progression really could be in challenges, though. For example, two tiers of 10-rank challenges for games won, where the first tier unlocks a rank every 10 games and the second unlocks a rank every 15 games after the first tier is finished. That way, you still get your 250 games, but it feels more attainable and progressive in smaller chunks, and if every rank is unlocking class-relevant rewards like attributes, +3% Attack, Armor, Attack Speed, Crit Chance, etc. across the board, with banners/portraits at the end, then there's a reason to care along the way.

 

Ability rewards would be things like +1 rank of the Berserk ability, where every character can then get attack/move speed from a kill. If the ability reads from an attribute value, it shouldn't be a problem. Gear could just be +x to that value. The same could be done with the chance to avoid any attack, and a chance-based version of physical immunity, either up to a cap or simply limited by the number of possible increases.

 

For active abilities, Dragon's Dogma had an unlockable third tier for skills/spells in Dark Arisen when you used the relevant accessory. There was also a mod for Dragon Age 2 which added more ranks/upgrades to abilities (I think it was this one). If challenges could unlock things like that, the game would have much more staying power, imo, and give a reason to having a high level cap and no promotions.

 

For those who care about leaderboards, just make the score based on total xp earned or something.

 

All wishful thinking on my part, perhaps, but that's just how it goes.


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#15
Terrell_Campbe11

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I'm a simple man with simple requests and generally I think the game got a lot right. However, the camera system needs a major revamp. On PC anyway, I find that I am constantly depressing the right mouse button and manually rotating the camera. Very surprised my mouse has held up. Next, I am borrowing this from something I read a long time ago, it would be nice if there was a reward or incentive to playing each agent for a notable number of games. For example, for every star of the agent challenge, maybe that character starts at one higher level after promoting. So, if you get 5 stars for an agent, after a promote you start at level 6 with 5 ability point to spend. As we all probably can agree, playing level 1s is lame for most agents.

#16
Wavebend

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I'm a simple man with simple requests and generally I think the game got a lot right. However, the camera system needs a major revamp. On PC anyway, I find that I am constantly depressing the right mouse button and manually rotating the camera. Very surprised my mouse has held up. Next, I am borrowing this from something I read a long time ago, it would be nice if there was a reward or incentive to playing each agent for a notable number of games. For example, for every star of the agent challenge, maybe that character starts at one higher level after promoting. So, if you get 5 stars for an agent, after a promote you start at level 6 with 5 ability point to spend. As we all probably can agree, playing level 1s is lame for most agents.

 

There's a config setting that allows the camera to automatically follow your mouse without needing to trigger it



#17
Terrell_Campbe11

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There's a config setting that allows the camera to automatically follow your mouse without needing to trigger it


Hmm, I thought I tried all the camera settings when I first started. Guess I'll have to take another look.

#18
KallenX

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On the PS4 the camera often sticks at the end of a mob rush.

 

I agree, a lot was done right or i wouldn't be playing it, regardless of the good people I've met playing it.  My effort with the post was to look at it critically as eventually some Bioware dev will see the points and not be able to un-see them.  Offering default options if a player is lazy works, while having depth of tuning/character development/RP possibilities open to all and deeper RPG mechanics which encourage effort and offer challenges, both personal and for friendly competition..

 

I'd also like to add that on the PS4 anyway, there is a big lack of log information.  I would really like to see what killed me, or understand the benefits of cross-class combos.  I guess that might lead to more dps epeen?  Understand i left a game that had major 3rd party log evaluations (World of Logs, etc) where i could evaluate the efficiency of whatever build i was using, weapons, etc.    All I'd like is some basic stats, as they help me see, in comparison, my progression and understand what i did/am doing incorrectly.  I suppose that might expose the flawed aspects Bioware is hoping no one sees after they reload from a Blue Screen. (Anyone actually read the comments/look at the reports???  I feel bad for some of the comments I've made.. a little.)


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#19
Wavebend

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Progression really could be in challenges, though. For example, two tiers of 10-rank challenges for games won, where the first tier unlocks a rank every 10 games and the second unlocks a rank every 15 games after the first tier is finished. That way, you still get your 250 games, but it feels more attainable and progressive in smaller chunks, and if every rank is unlocking class-relevant rewards like attributes, +3% Attack, Armor, Attack Speed, Crit Chance, etc. across the board, with banners/portraits at the end, then there's a reason to care along the way.

 

Ability rewards would be things like +1 rank of the Berserk ability, where every character can then get attack/move speed from a kill. If the ability reads from an attribute value, it shouldn't be a problem. Gear could just be +x to that value. The same could be done with the chance to avoid any attack, and a chance-based version of physical immunity, either up to a cap or simply limited by the number of possible increases.

 

For active abilities, Dragon's Dogma had an unlockable third tier for skills/spells in Dark Arisen when you used the relevant accessory. There was also a mod for Dragon Age 2 which added more ranks/upgrades to abilities (I think it was this one). If challenges could unlock things like that, the game would have much more staying power, imo, and give a reason to having a high level cap and no promotions.

 

Yeah, it would be cool to see perks you gain from progression that are different from the 3 main stats, like attack speed, etc. Another problem that I can think of is the loadouts: everyone had the same loadout (Hakkon + PI) which was way overpowered and some of that gear made everything else pretty much obsolete. Balance of weapons and gear across the board is something I'd like to see in another DAMP.


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#20
Minuos

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Another problem that I can think of is the loadouts: everyone had the same loadout (Hakkon + PI) which was way overpowered and some of that gear made everything else pretty much obsolete. Balance of weapons and gear across the board is something I'd like to see in another DAMP.

 

For sure. Looking at the Isabela build russ4ua16 posted, all I could think about was how I couldn't stand using anything except Hakkon's Mercy and Bloody Bargain, and it isn't for lack of fun alternatives. They just aren't as good. Still don't have PI, though, even at 255/187/200.

 

I considered modifying weapon quality and levels so everything would be on par with the level 26/27 stuff, just for some variety in a private-only setting, but since most of my friends have moved on to something else, there wouldn't be much of a point.


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#21
akots1

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 ... Not enough responsiveness behind controls (like The Witcher 3, I hate that game for its bad gameplay, yet The Division does something similar but pulls it off so nicely). Auto-attack (left clicks) wasn't done properly IMO, looked way off on warriors especially. And I still don't know why the devs chose to completely lock movement during attacks (animation priority > controls), like a poorly done dark souls-ish system. The virtuoso + Isabella feel much better to play with that in mind as they can attack while moving, isn't that cool. Also, don't make undodgeable attacks (red templar spikes, demon commander charge), that ain't cool. ....

 

Neither DAI, nor Witcher or Division are "normal" shooters and neither have sync kill enemies. This is probably why developers went that route in either game. However, as you said, it is not cool, there should be some option for override. At least in Witcher 3, with enough points in red skills, your animations become blazing fast and barely noticeable. The basic idea is silly and means that if that enemy does this and that, you should counter with that and this and nothing else and then, you'll be fine. This takes away a lot of freedom from gameplay and turns it into a game of experience and general situational awareness. Basically an extended version of QTE. While in Witcher it works fine due to variety, it does seem monotonous in Division and plain sucks in DAIMP as for some reasons those unavoidable damage spikes were introduced. Well, I guess, the main purpose was that people should promote and get better and grind and spend more time playing the game. This whole concept is not entirely wrong since there are some people who do enjoy that and even some who still play DAIMP but it is just their number is too small to make a difference as majority. I'm talking about 99% here, not even 90%, who do not find much fun in it for an extended period of time.

 

This whole genre is a bit underwhelming without the RPG framework and combat by itself cannot provide sufficient depth. There should be variety, variety, and more variety, basically. variety should be essentially endless. This includes variety in maps, strategies, builds, weapons and their usage, abilities, and everything else. Leaderboards, manifests, and all that bs can be present in every game and this does not make it addictive or popular. There are still thousands of people who play ME3 once a week and who never advanced their weapons, progressed in difficulty levels, or climbed the challenges. They do it just because ME3 provides for almost endless variety and this variety has quite subtle but noticeable RPG elements somewhat linked to the story of the single player. While discussion about ham can be humorous when heard for the first time, it gets old pretty fast.


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#22
KallenX

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This whole genre is a bit underwhelming without the RPG framework and combat by itself cannot provide sufficient depth. There should be variety, variety, and more variety, basically. variety should be essentially endless. This includes variety in maps, strategies, builds, weapons and their usage, abilities, and everything else. Leaderboards, manifests, and all that bs can be present in every game and this does not make it addictive or popular. There are still thousands of people who play ME3 once a week and who never advanced their weapons, progressed in difficulty levels, or climbed the challenges. They do it just because ME3 provides for almost endless variety and this variety has quite subtle but noticeable RPG elements somewhat linked to the story of the single player. While discussion about ham can be humorous when heard for the first time, it gets old pretty fast.

 

I totally agree.  Variety being the key.  I wouldn't say ME3MP has THAT much more variety of options,  just that survival is as exciting, if not more so, than a simple A to B dungeon crawl.. In dungeon crawling, using the same 5 maps over and over and over gets very dull.  Repetitive dialogue over and over and over, often in the same zone/same session...   It's a great addition/idea but it gets bloody tiresome after the 10th (onwards) match of hearing it.   The dialogue options should be at least 10 times more diverse.  Give those voice actors something to do.

 

Anyway, you got my point.  If they added variety to the characters, which you could yourself find/buy/apply, preferably your own character completely based off defaults (I played D&D before people had home computers...  i was playing with character sheets at the age of 10...)  and I could progress MY character, I'd give a lot more care and attention to it.  If there were dungeons that got progressively harder to the point where no one could ever complete them without an epic 8 hour session with top gear and some luck.. That could be truly motivating.  What am I aiming for right now?  a grind on the same 5 maps witht eh same 4 (?)factions over and over.  My regular team-up is at the point where she can't stand Tivinter Ruins or Dark Spawn (She can elaborate here if she so wishes) any longer.

 

There is no reason for SP and MP to be completely segregated, it is very doable to make a game where players never have to SP, or ever have to MP, but to take a SP character you've honed into MP with a MP locker of gear (if necessary) and possibly have SP characters AI in MP (if game AI progresses well enough to have them act and react intelligently enough).  I mean if Bioware wants to make cash off micro-transactions, make the items cheap, prolific and interesting/useful.  I love some of the outfits I see but they are all crap compared to the Drakescale, which ALL LOOKS THE SAME on every damn character.

 

I'd log into ME3MP more if i didn't have to switch over my cables to the PS3.  (PS4 should be backwards compatible, shame on you Sony)


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