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Mass Effect 3 Wishlist


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#3326
Reinholder

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Alex_SM wrote...

auto target? god, please, no!


It's really the most logical addition for casual players (which I am) - I mean sure, it'd be great if you could enable or disable it at the beginning of the game so you could get headshot achievements, for example, but still. I stand by my suggestion.

#3327
Alex_SM

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Reinholder wrote...

Alex_SM wrote...

auto target? god, please, no!


It's really the most logical addition for casual players (which I am) - I mean sure, it'd be great if you could enable or disable it at the beginning of the game so you could get headshot achievements, for example, but still. I stand by my suggestion.


With auto target you kill all the challenge. It would be just a walk in the park.

I know the story is a capital point of the game; but is still a game, not a movie. There must be some challenge. And it is not a platform game, is a shooter. A shooter without shooting would be terrible.

#3328
Reinholder

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Alex_SM wrote...

Reinholder wrote...

Alex_SM wrote...

auto target? god, please, no!


It's really the most logical addition for casual players (which I am) - I mean sure, it'd be great if you could enable or disable it at the beginning of the game so you could get headshot achievements, for example, but still. I stand by my suggestion.


With auto target you kill all the challenge. It would be just a walk in the park.

I know the story is a capital point of the game; but is still a game, not a movie. There must be some challenge. And it is not a platform game, is a shooter. A shooter without shooting would be terrible.


Well...No. Not especially true. Some people, believe it or not, play an RPG for the story elements, and see the shooting side as a kind of a to b thing - so essentially balancing it out by making the story elements more challenging and the shooting side easy by option could give way to a much more fulfilling game, more AP/Trophy options etc.

#3329
Alex_SM

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Well... ME1 and ME2 were not hard games. Compared with STALKER (for example) are really easy.

The game/story aspects in my opinion already have an excellent balance. And a big part of the game success cames due to shooting stages are quite affordable but still very exciting. If they where too easy the playtime would be extremely boring. 

With auto target you kill every "game aspect" of the game. It's like eliminating the game stages and turning them into cinematics.

Modifié par Alex_SM, 07 avril 2010 - 02:49 .


#3330
Reinholder

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Alex_SM wrote...

Well... ME1 and ME2 were not hard games. I found them really well balanced.

With auto target you kill every "game aspect" of the game. It's like eliminating the game stages and turning them into cinematics.


...Which would again, be the point. The point of a game is to challenge. I personally don't think with an RPG game, that the shooting elements are all that important - you obviously disagree and probably get your jollies off from playing halo, or gears, or unreal tournament - I don't. Hence why I stated that I thought that the development of more story driven facts as opposed to shooting all the time, along with a game system that allowed you to essentially remove the shooting elements would be a cool idea. Just because you personally think the story elements are irrelevant, doesn't make it so, you know?

Modifié par Reinholder, 07 avril 2010 - 02:48 .


#3331
Alex_SM

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Reinholder wrote...

Alex_SM wrote...

Well... ME1 and ME2 were not hard games. I found them really well balanced.

With auto target you kill every "game aspect" of the game. It's like eliminating the game stages and turning them into cinematics.


...Which would again, be the point. The point of a game is to challenge. I personally don't think with an RPG game, that the shooting elements are all that important - you obviously disagree and probably get your jollies off from playing halo, or gears, or unreal tournament - I don't. Hence why I stated that I thought that the development of more story driven facts as opposed to shooting all the time, along with a game system that allowed you to essentially remove the shooting elements would be a cool idea. Just because you personally think the story elements are irrelevant, doesn't make it so, you know?


I don't think any is irrelevant. I think both - story and shooting - are critical. Both are essential for the game. 

If any of those two was weak the whole game would suffer. 

I din't like the Unreal Tournament games, due to lack of story or purpose. And I don't like the Final Fantasy games due to awful and boring gameplay. A good game needs everything done well and balanced.

If we where talking about Dragon Agen i would agreed of shortening the play time in favour of more story (some dungeos where way too long, as always happends in that kind of games) but in ME1 and ME2 combat stages where short enough to keep a great story pacing.

Modifié par Alex_SM, 07 avril 2010 - 02:58 .


#3332
Blk_Mage_Ctype

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Recruitable Shiala & Niftu Cal in ME3!

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Shiala can no longer use Biotics like an ordinary Asari, but has gained the ability to spread spores that control the minds of nearby organics in battle. (Functions basically the same way as A.I. Hacking, except only works on organics)

Due to the excessive amount of drugs pumped into his body by the mercs on Illium, Niftu Cal's body mutated and has granted him substantial Biotic Powers, however, these Biotic abilities come at a cost, as whenever Niftu Cal uses them, he temporarily becomes delirious and his accuracy with ordinary weapons becomes much lower than usual.

#3333
GTYKDME22

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Reinholder wrote...

I'd like bioware to learn from FPS games like MW2 - Using the left trigger to auto target, while keeping the right trigger as the fire trigger is something that simplified the gameplay, which is something that ME Needs. Some sort of refinement to the biotics assignment menu would be good as well, as the shoulder buttons fel counter intuitive for selection - maybe pressing down on the right stick?

Also, thinking about it, ME is a system that cries out for some element of co-op play.

Oh. And More Yvonne Strahovski/Miranda. Preferably as scantily clad as possible. I know, I know, slim chances, but I feel like I'm owed something after making sure she came back alive from the suicide mission.


No more shooter elements please.

#3334
Schanez

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1. Inventory:
        I think that a mix of the inventory for both games can be good. I mean the upgrades of ammo or the wepon itself would be cool but stick to the wepon types from the second part. I was realy disapointed seeing that special types of ammo were skills that only few classes had. I liked it as it was before. Two types of wepon but a lot of upgrades. It would suite the fps and rpg lover i think.
        But what about armor? I think that the ME2 style was good, but like the wepons i would add some upgrades like shield booster or that sort of stuff from ME1. It was preaty usefull and there is no best armor or wepon, evrybody do like it suits him/her. Give us the posibility to chose how we should play.
        What is also important for me, is the choice of the teammembers armor. It would be fine to design theirs like ours. You have the program to do so already so is there a big problem to change it a little to work for turians, krogans, salarians too? I didn't mentioned quarians because they have their suits, they cannot change.
2. Gameplay:
         I have lost my ME1 saves so i chosed to play it one more time to heve best ME2 starters. So i can say this, the combat tricks like hiding, runing, and that sort of things were much better in ME2 then in the first part. But what was the biggest surprise for me in second part was the lack of freedom on the citadel or omega. You could only move freely on very small parts of stations. It was wierd because the game runs on the same engine and as it goes for the citadel, or correctly The Citadel, they had all the models ready. The only thing to do were some texture upgrades or small changes in look out after renovation. That's all. I wanted to walk the same paths, visit the same places. See how my decisions changed the life on station. How is the Fist's bar doing and visit the Flux. But it isn't only me, a lot of people i spoken to said tha same.
         The vechicle. It is a good topic to talk about. As we no longer are with the Aliance there is no reason to bring the Macco back. I like the Hammerhead but it is a Cerberus project. I can't decide wich one i like more. The Macco was fast and cool but the hammerhead missions were more exiting. I would accept a mix of both. And to explain i am not talking about them beeing put into one. I say that if it goes for Macco the missions should be more ME2 like and as it goes for Hammerhead there should be more missions like ME2. It was cool exploring those dengerous planets, full of geth or other stuff but i realy lacked the "big bug" battle.
          The resources were good but the way to find them too boring. I nearly stoped playing ME2 becouse of trying to get all upgrades. I would combine the drones with the "search/explore"(I don;t realy know how it was in the english version) button from the first part. And what goes from landing, we found some quests in ME1. OK, it's good, but please no more things like prothean ruins on the surface. The Reapers wanted all evidance of old races to be destroyed, right? So what the hell are those ruins doing there? And i want belive that the machines missed them.
3. Tech Lab:
            As i said before, the upgrades would be like parts added to our wepons and armor but the lab can stay. We have to upgrade our ship and more complex upgrades like bigger ammo amount or some armor upgrades can still be done there. Also the prototypes like new wepons or stuff can be developed there. But it would be fine if u could do some new wepons from stuff u find on missions, also some upgrades to the vechicles would be good.
4. Team Members:
             In this case i must say it's preaty obvious. It depends how you ended the ME2. I don't want to write much but there are some persons from ME1 that i want to see again. Like Ashley/Kaidan or Liara( but if she stays fighting the Shadow Broker (don't know how to write this one, correct me if i made it wrong) it will be OK). But guys like Zaheed or Jack agreeded to join only to fight the Collectors. The only person that must be in 3 part is Tali, it's the only hero i realy like. the rest is funny, sometimes you realy enjoy they company but Tali is the best from them all. Also seeing her face that was hidden for so long would be nice. The Bioware skiped it at the ME2 but i think a small patch can correct it quickly.
5. Skills and RPG stuff:
             The skills were in both parts done wrong. In the first one there were too many but in the second not enough. As an example the soldier class. In ME1 there were a lot of skills and it ended so that at the begining it was imposible to hit somebody with a sniper rifle. I would recomend to set the wepon skils for long range wepons( sniperrifle, rifle) and close combar ones (shotgun and pistol) or machine wepons and one shot wepons. It's just how i see it. And the special ammo as a skill, as i wrote before, is a big mistake. Then the skills like health or armor from ME1, we do this in the lab so it's unimportant. About wepon i have wrote before.

That would be all for now. If I come up with new ideas i will write more.

#3335
Timberley

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Hey folks, well I thought I'd throw my two-penneth into the mix of ideasfor ME3/moans about ME2.  I know some of these things have been said before (if not all of them), but I've only really read the first 5 pages and the last 3 pages, but I thought if we say things often enough and loud enough, then hopefully Bioware will take note of the most popular things and incorporate them before they get too deeply into the development cycle for ME3.

N.B: These opinions/suggestions are based on playing KOTOR2, ME1, ME2, and some of DA:O (I've put it aside for the moment - I'm RPG-ed out...), as well as designing my own near-future ARPG (Action RPG) based on the Bioware style.

N.B.2:  These opinions/suggestions are alterations I'd make to a good ME2 to make a fantastic ME3. 

N.B.3:  If you don't want to read the following essay, then flick to the summary at the bottom.

1. Squad Armour Customisation: I liked the ME1 approach of being able to change out your squad's armour for something better.  In ME2, if I took Miranda to a hostile planet, she still wore the same white jumpsuit that she had on-ship, but with a little clear respirator (sp?) thing.  She might be designed to be superior, but even she needs a good combat suit on to land in these places.:blink:  Could we have back the ability to swap out their armour?

Incorporate it into the same system as we use to change Shepard's appearance in ME2, and it's a real winner; e.g. Allow us to purchase bespoke pieces of armour (such as the Capacitor chestplate/off-hand ammo pack), which can be pooled like the human armours were in ME1, and also have a series of upgrade projects (better shields, higher health, etc.) in the ship's lab.

2. Conversations: Can I speak to my team/NPCs more before things get onto a circular path?  I was kinda disappointed that although there were more options than ME1, the chat tended to die off fairly quickly.  And, if they're busy, let us know before we engage them in chat! I got bored of running around the ship trying to speak to folk only for them to tell me they were doing something and could I come back later... Repeatedly. 

Also, can the conversations/background action at the big locations (i.e. Illium, Omega, Citadel) change a bit every now and then?  I'd like to come back to Omega after a week or something and find a different set of folk standing in the queue, etc...

3. Squad & Shepard Stats points:  Can we have more of these please?  And more options to spend them on?  I like having a tighter number of skills, but it was possibly pared too close to the bone.  I did like having fewer things to spend points on, but I'd have preferred to take more points and spend them on a wider range of things, making my combat squads a bit more flexible. 

So, whilst my Adept can now throw folk around, Warp their armour/shields, and whatever, I'd like to also be able to chuck a couple of points into his bartering ability, making my paragon/renegade status not as crucial for dealing with merchants.  Or I could put them in his weapons-handling ability, giving him faster reload times, or higher accuracy, or something.  This is obviously in addition to having his usual Biotic skills.  Differing options could be presented for the NPCs in the squad too, maybe even a couple that are useful for non-combat environments and missions!

4. More Mordin:  He NEEDS to be in the next one.  Fantastic character.  The "Scientist Salarian" was hilarious, as was the dodgy William Shatner-esque speech pattern. :lol: And his powers weren't too bad, though I would have liked a ranged one (like AI hacking or a poison gas grenade).  I brought him along because his asides during the exploration and the cutscenes were priceless.  He could be described as the comic relief, but that's why he was so good, as it stopped the game from getting too po-faced and dramatically overwrought.  A character I actually cared about, particularly during his Loyalty mission (fantastic voice-acting and animation).

5. Paragon/Renegade/Morality/Shopping:  Could the discounts & options for getting a discount be separated from our Paragon/Renegade scores?  Not completely, because a bad-ass skull-****** or a paladin of justice will obviously be more skilled at talking a merchant into something, but have a grey every(wo)man Shepard capable of sweet-talking them into giving him/her some sort of discount based on, say, a Barter skill you can chuck squad points at. 

Also, despite their differing personalities, my squad members followed me around like faithful puppies no matter how good/bad I was.  I'd like a sliding scale of individual approval/disapproval from the squad members, the rest of the crew (group approval/disapproval), and maybe the rest of the game world, much as we have in DA:O.

6. Upgrades: I did like upgrading things better in ME2 than buying/looting the upgraded stuff in ME1.  After all, there weren't a 1001 things I had to convert to omni-gel or sell to someone. I like the new weapons, but I'd like to be able to improve individual weapons. 

For example; have 2 assault rifles, the M8 and the M15, but have differing stats, so that I do have to choose between them, such as the M8 having a larger magazine, but less punch at range.  The M15 has a heavier punch, but isn't as accurate in automatic fire.  Further to this, allow me to upgrade the M8 with a longer barrel, or better optics, but also allow me to get recoil compensators for my M15.  Or something.

The same could be applied to heavy weapons.  They all had a reasonably generic description at the top of their page, but I'd like to know info such as "+40 against shields, splash damage 5 metres", without having to resort to looking at the Mass Effect fan wiki.

7. The SSV2 crew:  The space hamster!  But seriously, wandering about and hearing other crew members talk was great, as was walking up to the cockpit to speak to Joker & EDI after every main mission, just to hear what pithy response you'd get.  And Kelly was great to chat to/flirt with. However, it did feel somewhat sparsely populated.  I know she's only a wee lady, but surely the old girl's got more than about 15 folk aboard (not including your team)?  And could I chat to more of my crew please?

8. Planet-scanning/Resources/planetary landing:  Planet-scanning was, in a word; tedious! Better than finding random minerals when you flailed about in the Mako, as you actually NEEDED to find these resources, but so dull to play.  The only high-point was tracking the height of the peaks when you got close to a mineral deposit to get the maximum amount of resources. 

So, how about this as an alternative: you do the first 'ping' of a planet and from this EDI points you in the direction of where you might find interesting things, like large resource deposits, or local settlements, in an area that's got more alien flora and fauna.  You scan close to it (as you would by tracking the height of the resource peaks - EDI's directions should be vague, not a white blip like you get on an anomoly), and launch a probe, that leads you to either automatically gather resources, or randomly be able to land.

Seeing a herd of lumbering space elephant-analogues move across a plain of tall alien grass/plants whilst standing next to a massive deposit of Platinum she pointed you towards would be a satisfying conclusion to a small-scale exploration mission.  This could also satisfy the idea of doing more missions on planets (and not necessarily combat/N7-type missions), which is something I want to do.

On the resources note... If I've done all of the upgrading, but I still have a shed-load of resources that are now essentially useless, why can't I sell them to someone?  It'd be a nice way to get extra cash, and you won't feel like you've wasted the extra time gathering the resources in the first instance.  If you wanted to get complex, you could have the market value of each resource changing regularly to reflect something happening within the game space (e.g. Blue Suns capture Eezo facility, the price of Eezo in Council space goes up.  Alliance fleet announces fleet expansion, price of Palladium goes up in Human territory, etc.).

9.  N7 missions/Hammerhead:  can we have the Hammerhead as a bigger thing in ME3?  It was like the Mako, but good!  To be fair, the DLC missions for the Hammerhead are a bit confusing at times, particularly with new and improved "Screen-shake-ovision", but a lot sounder than the Mako sequences from ME1, which tended to do nothing other than bore me into a coma. 

And the N7 missions were a LOT better than the Mako, which handled like a drunk cow on rollarskates.  Most of ME1's missions on planets tended to be about bouncing about the place until you found the interesting location and had a bit of a bust-up/chat with the locals (who all tend to wear the same get up, even in ME2).  The N7 action missions tended to bypass the drudgery of wandering about doing bugger all, whilst the Hammerhead stuff was nice and tight, and always had fun jumps to do.

10. The shooter/combat side of things:  Don't change it at all!  The balance is perfect.  The locational damage model felt substantially better than ME1's "throw a ton of rounds at the buggers until the invisible HP counter reaches 0 and they cark it" (and the YMIR Mech's nuke-like head shot death in particular was wonderfully pleasing). I Liked that you didn't automatically take cover.  Also liked unlocking the Assault Rifle, as it made things slightly more realistic, as, after all, your Shepard's supposed to be a former Alliance soldier (even if he is a Biotic/Tech specialist), and most soldiers use an assault rifle in my experience (even officers!).

The biotics are sooo much better than ME1.  A bit annoying that because Blue Suns Goon #1 had decided to put on his armoured codpiece I couldn't blast him with a Throw, but there's ups and downs to everything. :) Remember folks, at the start of ME2, the Biotic powers were still fairly weak (I changed class from my imported Vanguard to an Adept because I wanted to throw people around the map, not run at them with a biotic charge), but as you ranked up they definitely improved, particularly as the game progressed.  Would have like some sort of area effect "get away from me" power to stop getting overwhelmed by bloody Husks though. 

On that side note, less of the gorram Husks!  Bullet sponges every man jack of them.  I'm glad I went as a Biotic, because I could just Shockwave them all as they ran towards me and they'd pretty much die.  As soon as they got close to my Shepard, it pretty much ended in death (for me at least).  Or give me a defensive "get away from me" thing, dependent on class, e.g. a biotic 'Blast', or a tech-based area Overload to stun the buggers whilst I legged it to somewhere where I could kill them safely.  The soldier could drop an EMP grenade or something...

11. The endgame/big climax: A couple of bigger missions like... Hmm... How to explain this without spoilers... The big end-game mission against the Collectors!  It was a blast when I played it! No swapping of squad members once you'd chosen them, make decisions pretty much on the fly, no mid-mission Saves (other than auto-saves).  Fantastic! So much more intense than the final mission sequence on the Citadel in ME1. I genuinely dithered about who to assign to what role at various points, as I didn't want anyone to die (feeds into the new characters bit).  The lack of mid-saves is, I think, what did it, and the epic length of it (I had to sit through it in a single sitting from the moment I went through the Omega 4 Relay until the credits rolled). 

Could we have a couple like that in the next game?  And maybe something to do post-credits that's fed from your success/failure in the the Endgame?  Coming out the other side of the big mission, it felt somewhat of a let down to just be back to resource-gathering and some N7 missions when you'd just saved Humanity.

12. The hacking/bypassing mini-games:  They were fantastic.  Certainly more realistic than getting the immersion breaking "sorry, your squad's not intelligent enough to hack this" message that you got in ME1.  And actually fun to do, compared to scanning.  Keep them too!


Hmm... A bit of a longer rant than I anticipated, but I hope it was constructive to people, and hopefully Bioware... :whistle:

To summarise (for those of you who couldn't be bothered reading the full thing and shouted "Skip to the end!" at the monitor :D):

More squad customisation, more conversations, more N7-style exploration, more points to spend, more options to spend them on, more and varied upgrading (make us choose which weapon to take), a sliding morality/approval scale distinct from selling/buying options, less planet-scanning, less Husks, keep the hacking/bypassing mini-games, more news reports/background action, nice locational damage model, more epic length story missions where your decisions matter (think endgame of ME2), let us sell minerals and stuff we don't want/need, more Mordin!

Thanks for your time,

Tim

#3336
Lord_Durin

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I've had a thought about a new way both the inventory and upgrade system could work. In ME1, while you could collect tons of guns, there were really only like 10 weapons per category, with 10 different "levels" per gun. instead of this system, there could be the roughly same amount of guns, but you start at version I and upgrade to version X. in order to upgrade each gun, you need to collect other versions of the same gun to scrap for parts, and once you've gotten enough parts you can upgrade it to the next level.



In theory, this could be done for armor as well, but I liked the armor system in ME2. it just needed more options. and ally customization is a must, of course.



Exploration-wise, i preferred ME1's style. was better. having to check the fuel for your ship is a rather annoying thing to have to worry about while trying to save the galaxy, and i personally didn't like being thrown blind into ME2's universe with nothing more than a "go find some collectors, but good luck finding any side quests." I like it better when Admiral Kahoku or someone else important contacts me, or i bump into someone on the citadel with some dangerous mission.



Gameplay was pretty solid in ME2, IMO, but there were a few things that could be fixed. first and foremost, no more scions. please. sniper rifles make those thing tolerable at best, and if you don't have one then they're just a pain. and two scions? really? secondly, if you are walking into an ambush/trap, it became rather obvious with the sudden appearance of cover. while i love a good ambush, i only enjoy in if i'm not actually expecting it. lastly, and this is more about making the enemy make sense that gameplay, but if i am fighting something that doesn't have the intelligence to put on armor or activate shields, then it shouldn't have those things over its health. I'm looking at you, husks and varren. also, husks are so much more fun to fight when you can area throw 4 at the same time.

#3337
Sirartistic

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The game is great but it simply not deep and complex enough.Characters have to be flushed out more and every mission should be unique. Forexample, Shepard has to free the children from an abusive facility like Jack's. He would not do it with guns blazing but espionage! That mission would lead to another and so forth.

#3338
demongirl420

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no bullcrap dlc http://social.bioware.com/brc/967354

#3339
Althorne

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I'd prefer it if you could have proper conversations with DLC characters. I mean, they have conversation in the missions... Why not on the Normandy?



Also, preorder bonus DLC for people outside of the USA would be nice.



Also, giving the Collectors Edition and Digital Collectors edition the same things *cough*soundtrack*cough*



In game, random choices from the old games if you start a new one (well, random following the paragon/renegade formula).



Also, applying some upgrades to DLC armour would be nice.



Just my two cents.



Also, anyone who clicks - http://social.bioware.com/brc/1300565 - would be much appreciated. I click all I see, please do the same

#3340
levicki

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Few ideas:



1. mineral trading (and trading in general)

2. Buying/building/tuning starships

3. Terra-forming and colonizing planets

4. Armors without helmets

5. More casual wear (like bikinis, you know... cough, cough)

6. Holodeck



Few issues I'd like fixed:



1. Shower should work next time so you can refresh yourself, and you should be able to look yourself in the mirror and change appearance (makeup/hair for female, hair/shaving for male Shepard).

2. You should not have to run all over the ship when people want to talk to you. You should be able to call them up to your cabin or to the CIC instead.

3. Your teammates should not fall back too far from you to look for cover (i.e. around the corner and then some) when they see an enemy closing in -- this got me killed many times.

4. If you tell them to hold position they should stay there until you call them over, not fall back to your position as they please.


#3341
levicki

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Oh, and, DLC should really be available on Steam as well.


#3342
Lord_Durin

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Sirartistic wrote...

The game is great but it simply not deep and complex enough.Characters have to be flushed out more and every mission should be unique. Forexample, Shepard has to free the children from an abusive facility like Jack's. He would not do it with guns blazing but espionage! That mission would lead to another and so forth.


Yeah, i remember they did that with the original Cerberus missions in ME1. and it was awesome. they should do more side missions like that.

#3343
Worrywort

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- have to ability to go without a certain type of gun on a mission. ie. the option to pick no pistol.



- stop using assault rifles in cutscenes. this was largely improved from ME1 but still I an remember there being atleast 1 cutscene in ME2 where assault rifles are used by party members who can't even use them during gameplay.

#3344
Lavans6879

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I'm hoping for more specifics on how Reapers are created, and perhaps another version of the final boss in ME2.

#3345
HalfmanHalfnegroplease

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I hate scanning planets for materials.  It takes to much time away from the actual game.  Yeah sure its fun to explore the galaxy, but really, there is no need for it.  My next item really isn't much of a wish for ME3, but I am upset that I didn't get to see Tali's face or any Quarian for that matter.  What a tease, I started a relation ship with her just because of the possiblity of seeing what she looked like and I get hoodwinked at the end.

#3346
Lavans6879

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On top of learning more about how Reapers are made, I'm also hoping to learn how the Citadel and mass relays were made. Were they made using the same "materials" as the Reapers? Or were they made using conventional means.

#3347
mattahraw

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Re-intergrate vehicles into the main story! More hammerhead, but with decent missions and a plot! A space fighter!



Also Dragon Age's party was so awesome, the way they chat to each other and interact. I'd really love to see more relationships between squadmates develop.



Instead of having them all sit in their own little room, it'd be great to see them move about the normandy. Ie. After 1 mission, Miranda and Thane are sitting in the mess talking. Or Tali visits Joker up at the front of the ship. Garrus plays cards with Ken and Gaby. The normandy needs a bit more life to it. People walking around a bit would be great.



And definately more vehicular gameplay.

#3348
mattahraw

mattahraw
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Also, the galaxy map is too cluttered currently with all the markers.



I'd much prefer to see a galaxy map with a "press Y for journal" button, that brings up a small window in the corner of the galaxy map. Then when you highlight the mission you want in the journal, it lights up the appropriate location.



Much better. At the moment you can't even see half the galaxy due to all the notes and markers.

#3349
demongirl420

demongirl420
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more nudityseehttp://social.bioware.com/brc/967354

#3350
Lavans6879

Lavans6879
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I wouldn't mind seeing a teammate, or former teammate being turned into a husk or a new type of mechanical enemy by the Reapers. Mind games are always welcome in my book.