PLease give your response and comments,
sincerely,
Eloot813
Modifié par Dinkamus_Littlelog, 08 février 2010 - 07:01 .
Modifié par Deltaboy37-1, 30 avril 2010 - 11:04 .
Trasketor wrote...
What i would like to see in mass effect 3.
1. Better Melee, Maybe even melee weapons. (swords and what not)
2. Expand on space travel. (i.e. flying through space, driving on land, more vehicle stuff)
3. Tali Unmasked.
yea man, i was shocked to discover you could romance tali and was eager to see what she looked like (cus in ME1 it mentioned they could be cyborgs) so was pretty pi55ed when bioware bottled out on the romance scene
Oh Tali, how i love you.....
Modifié par Ritalove, 08 février 2010 - 07:18 .
You also have to say: "Assuming control"G Finn wrote...
a CO-Op mode replace your two squad member with two other players and their Shepard or even just have other players assume the role of one of the squad members
Dinkamus_Littlelog wrote...
Liara as a squadmate (by far the most important, since shes practically absent from ME2, and the romance certainly is)
Biotics that are actually powerful again, not reliant on tedious and unrealistic debuffs to actually use them. ME2 really cut the balls off of powers like singularity and throw, leaving them as dull finishing moves. If any defense can stop biotics is should ONLY be barrier. Armour and Shields stopping a singularity is the most BS and ridiculous thing about combat in ME2.
A newer, better approach to weapons and armour customisation. ME2 wasnt an improvement, it was just the same dullness approached from a new angle. Like the OP, there needs to be some UNIQUENESS about it all. Armour in ME2 was a step in the right direction, but the choices were so pathetically limited it became old very quickly.
More interparty banter and more dialogue with the teammates. Id go as far as saying there is less character development over squadmates in ME2, its just there is a bigger team this time. I can maybe forgive certain characters having next to no content because you dont romance them (Jack, Tali, Miranda, Garrus etc.) but the amount of times ME2 seemed to lack the interjection and banter ME1 squadmates had is unreal. And please ditch the stupid "locational interjections" on places like Illium, Omega and the Citadel. Go back to ME1s way of giving the characters different lines at different locations, since that was vastly superior, and make the characters far more personable.
Modifié par jlb524, 08 février 2010 - 07:19 .
Pretty much this. Bring your LI into your squad or let them be a big part of the game, the game would feel empty without this happening for me and I think many othersMegWithAMouth wrote...
Bring back Miranda as a squadmate and LI. That's all I really want.
Guest_LesEnfantsTerribles_*
Modifié par RinpocheSchnozberry, 08 février 2010 - 08:36 .
Biotics were apparently a necessary sacrifice to streamline the combat
in ME2, being marginalized to let the shooter aspect shine more
brightly. I've accepted it for what it was: a rebalancing, though it
was done in the worst way. Biotics were made worse, or less effective, instead of making the other two facets of combat more creative and viable.
I
don't see why, honestly. I still enjoyed my Vanguard in ME2, and the
entire game as a whole, immensely. I could not argue if they were "Fun"
or not, but they definitely weren't "useless". But, there's a snag. I
recently went back to ME1 to finish an Engie playthrough to import, and
thought I'd play my old Vanguard for memories sake. It was
unquestionably more exciting. My transition back to ME2 did not leave
me wanting for more in the sequel (which I perceive to be superior in
many ways), however. As I've said, I've accepted ME2 for what it was:
ME1-lite with smoother combat sequences. Not better, not really worse,
just different. In that
regards, I'm not expecting any patches or gameplay buffs or nerfs to
ME2. They're simply not needed. Mission accomplished: ME2 is balanced.
Optimality isn't as clear cut anymore.
Yet, what I want for
the finale of the series is something exponentially more, both
functionally and visually. I can best describe it as such: it's
just plain wrong (not morally or anything, just very dissapointing) to
depict biotics in cutscenes the way they are, and make the most
effective biotic in the game a pulse of blue-wispy stuff.
As
a fan only, and given the recent comments from some Bioware employees
(I almost **** myself (nah, not really) at the response to the nudity
criticisms), I'm in no positiion to demand anything. And truthfully,
they can not change a thing about the combat in ME3 and I'd still
pre-order it and buy it day one. Regardless, I do understand what it's
like to receive constructive criticism, and I believe the intention of
this thread could only leave a positive impression upon any reps of
devs that hopefully see this. Disclaimer: I'm no game developer, and I
only can offer a fan's speculation on the capacity required to put my
suggestions into effect. So if Bioware could be so kind to keep any
"lol noob"s within the office, I'd appreciate that.
Make Biotics a grand spectacle.
I see, in cutscenes running off the game engine, epic uses of biotics.
It makes your own capabilities feel puny in comparison. It would be
great to throw up a large Barrier that could could cover the entire
squad in an umbrella-bubble of sorts, and required player input to
maintain. The concentration needed to pull it off could be replicated
in requiring the player to repeatedly press a button (a la MGS4 or
MW2), which becomes harder to for how ever long the Barrier is in
effect. You could have specced versions fire a bust that damages
enemies when the Barrier is removed or destroyed.
Or how
aboult condensing Throw, Pull, and Slam into one grassroots-kind of
biotic that just lets you control an enemy directly; you could push,
pull, lift or slam the opponent at your discretion.
Or having a chainable Charge attack, and watch as your Vanguard zooms about the battlefield wreaking havoc.
The
scope of such a force in the ME universe is both a gift and a curse for
you, Bioware. It gives you plenty of abilities to make the players feel
like a grand badass, flinging enemies about like screaming playthings,
yet it causes design challenges and balancing nightmares to make the
game at least some challenge.
No GCDs.
I see what you were aiming at with this one, but no. Don't force the
player to shoot their gun by making sitting there the only alternative
because of global cooldowns. Compel them to pull the trigger. Making
the player powerless by using their powers is counter-intuitive. Quite
simply. Even the shortest cooldown is too long, and it really
trivializes the point of being able to do anything but shoot a gun.
Furthermore,
it makes you rely on your squadmates more, which is unneeded. They were
always nothing more than extended movesets, but now they are only good
for getting rid of armor, buffing the party with damage bonuses or ammo
types, or CCing an enemy that's about to kill you. I'd like to see you
incorporate the effectiveness of your squad into your main character,
and individualize them so they can function on their own.
I
could see a set piece or special attack requiring the player to be
exhasted, and in effect, powerless, but no regular attacks that should
be a part of the average player's repertoire. (Yes, make the GCD set
piece/SA grand.)
There is no perfect system for policing biotic
abuse, but it should really be incumbent on the player's skill whatever
it is. I've always felt cooldowns sucked. In all capacities and games.
Why not let me use a skill after I use it? Why not instead make it less
effective, or make the AI (the AI needs a serious overhaul by the way,
Bioware (I know it's tricky, but seriously, damn)) adapt to use a
counter move if I abuse a certain skills? It makes the combat more
livlier than the "point and shoot and sit behind cover until you can point and shoot some more" that the combat is currently.
All Biotics are not created equal.
The reasons why magic in games like Final Fantasy were so popular is
because they came in tiers of power. There was the spammable low magic,
the middling buffs and degens, and the powerhouse "wait three turns to
cast" magic. There was a wide variety for every situation. All the
basis were covered. It was fun and smart, and hasn't changed in the
decades since its inception. It just works.
Biotics are
undeniably the magic of Mass Effect. But they're so cookie cutter.
There's really no "pure damage" biotics (Heavy Warp/Rave is really only
good for getting rid of protection, you're always better off just CCing
them off a cliff or shooting them when enemies are in the red). It's
just degen, one buff and CC. And they all squeeze into on GCD system
which really diminished their individuality. I'm not saying jack the
tried and true formula FF has been using since forever, but incorporate
some elements that allow biotics skills to stand out on their own.
The
big difference is obviously that ME is an action RPG compared to FF and
those similar being turn-based primarily. I understand that it can't be
1:1, but that's not what I'm asking for. The roles don't necessarily
have to be defined and categorized, but there'es just no real
imagination behind biotics right now. Singularity at its purest is
obviously more powerful than Pull, but they're treated the same.
These are just a few things I think, but I'm curious to know how others feel about how they want biotics in ME3. Everyone
won't agree, and everyone wants different things. But when you look at
that 52 page Biotic-bash thread, the majority of the dissenters don't
hate ME2--or even biotics!--they just want them to fuction more
fluidly, and bring back the reckless fun they inherently provide. I
can't say that I blame them.
Modifié par MGIII, 08 février 2010 - 07:40 .
Modifié par couchtater06, 08 février 2010 - 07:58 .
Modifié par CoryHall24, 08 février 2010 - 08:11 .
Modifié par Corti78, 08 février 2010 - 07:47 .