Mass Effect 3 Wishlist
#5051
Posté 29 juillet 2010 - 10:09
More everything.
They could have had plenty more Guns.
SMGs, not so much, but snipers, yeah, shotgun, yeah. They could make a stun gun. Assault rifle of course and pistol, maybe not.
Snipers should cause Vorcha or Krogan from regenerating. Cause it like burns their arm off or something.
#5052
Posté 29 juillet 2010 - 06:27
Of course, some returning characters, especially the Virmire survivor/and or infamous Horizon dump-er.
This is quite a silly thing, but I love to have a sidequest for Shepard...I play Earthborn and I would love to perhaps have the choice to go to Earth and learn more about Shep's life with the Reds. Or more about the psychological profile; Akuze, Mindoir, Torfan. I think the loyalty of Shep is pretty much assured, but still. Would be nice.
Obviously some continuity on Thane's illness; he'll either be dead, dying or cured. I'm looking forward to finding out the deal with it.
More interaction with Joker. Woo!
The possibilty of going to Earth, in spite of background/psych profile.
Kaidan/Ashley never actually died on Virmire. Ok, that one's a joke.
Modifié par WhoKnew, 29 juillet 2010 - 06:29 .
#5053
Posté 29 juillet 2010 - 06:57
You have personal missions for everyone why not a few for your character?
#5054
Posté 29 juillet 2010 - 08:41
Also, please bring Liara back!
#5055
Posté 30 juillet 2010 - 12:32
That would be interesting. As in the Mission is Shepards flashback?
And you look young!?
#5056
Posté 30 juillet 2010 - 12:47
#5057
Posté 30 juillet 2010 - 01:03
s0meguy6665 wrote...
shepard doesn't have to die for that. they can just live happily ever after or something. with liara. having mind blowing alien sex forever.
the choice for shepard to sacrifice himself or something should probably be there. but not forced on the player.
rolson00
to kevinshotgunk2 i dont think that shep should die but i think you are
right on sheps story only for the 3 games if they do make an ME4 it
should be sheps child
To this people who two who responded to me: I honestly do think Shep should die because of those canon people who write their stories and include "And then me and shepard were liek BEST FRIENDS and stuf and WE like.. KILLED EVERYONE AND SAVED THE UNIVERSE AGAIN!" Also because of future movies or games which might include Shep in ways that make our character "wrong". Like if a movie was made where Ashley was the romance or a game which made a cameo of Shepard but it was a male, so it's like "Yeah all you female sheps... you don't exist."
Modifié par KevinShotgunK2, 30 juillet 2010 - 01:06 .
#5058
Posté 30 juillet 2010 - 03:15
#5059
Posté 30 juillet 2010 - 03:19
eva01 wrote...
Piloting the Normandy around for resources - including eventual controllable dogfights - would be better than that probe minigame.
Also, please bring Liara back!
I'm a dead-set pessimist, but I feel that Liara has a very, very good chance of returning.
Modifié par Unit-Alpha, 30 juillet 2010 - 03:19 .
#5060
Posté 30 juillet 2010 - 04:02
Get rid of the Hammerhead and bring the Mako back (with revisions).
Bring back elevator and decontamination loading screens (increases immersion).
Hybrid the thermal clips with the cooldown system from ME1.
Pull camera BACK from player in both exploration and combat.
Keep everything done to combat in ME2 the same except thermal clips (mentioned above).
Sidequests in ME2 for party members were FANTASTIC, but main story missions were weak in comparison to ME1. N7 missions were a waste of time so they should be dumped. The question shouldn't be whether whether we SHOULD shut down a malfunctioning mech base, but whether it is RELEVANT to the mission at hand (if Im trying to save the galaxy, why would I waste my time fixing someone elses problem?) IF sidequests are a must, they should be unlocked after singleplayer is complete and player has chosen to do the continue game option.
Dump the planet scanning and resource collecting, it served its purpose in ME2 and should be kept there only.
GUI was confusing, it needs to be fixed and clarified. Bring the circular crosshair back.
Powers were fantastic and there were just enough to keep the game smooth. classes between party members were diverse enough so that powers between squadmates was a factor.
Get rid of the "mission summary" page after level was completed, it was dumb.
Bring back a select few planets that were "vast" and beautiful to explore like in ME1.
Give us a clear cut enemy/villain/nemesis in the final game. ME1 did that beautifully, ME2 did not.
Finally, just keep expanding the universe that you have created. It has been fantastic so far, just don't forget that there is room for more creative expansion (underwater worlds, space/vacuum levels, deserts, exotic locations like solar surfaces, snow levels etc)
Good luck you guys, so far you have done a FANTASTIC job with this franchise. Keep it up!
Modifié par William Adama, 30 juillet 2010 - 04:03 .
#5061
Posté 30 juillet 2010 - 04:17
Modifié par Unit-Alpha, 30 juillet 2010 - 04:18 .
#5062
Posté 30 juillet 2010 - 05:12
I would like more explorable worlds and if sidequest either aided your understanding of fractions, your enemy, or government coverups that's be fine.
A few sidequest that can directly relate to your mission overall couldn't hurt
And I'm sick of stupid research teams messing around and then ending up like husks they should learn their lesson stay away from husks
#5063
Posté 30 juillet 2010 - 08:00
#5064
Posté 30 juillet 2010 - 04:41
The two games had greate story
I hated mass effect 1 because enemy leveled with you in mass effect 2 game enemy level is statick even if you do not upgrade your weapons because of your skills that increase weapon damage enemies take less shots to kill ant it makes you feel strong that you are an elite.
Suggestion for mass effect 3 make armor more importan because it gives almost no bonus.
Make armor count that it increased 50% health and helmet 20% atleast because in in mass effect 2 the 5% health increase from helmet does not feel and enemy wearing clothes are as strong as armored enemy not counting the bosses with bonus shields and armor and i realy hate that.(shepard without armor has shields and the same health as with armor) so why weare armor? Just also make classes heavy medium and light armor for different classes and races. or make upgrades heavy medium light armor.
Make helmet toggle for player and your companions i dont like them running in the battlefield without helmets more realism on that please heroes also die from 1 shot in the head.
Miss the mako bring it back or include the new wehicle from dlc
Secondly i like the weapon upgrade system in mass effect 2 because enemys do not get the upgrades so upgrading realy counts makes your weapon realy feel more powerful then enemys and makes you feel that you have more advanced technology.
Hated mass effect 1 because of the loot and weapon and armor system you were a specop and from the start you found more powerful weapons and armor even a farmer had better equipment that was realy bad.
And also hated that you only founded weapons that were always better then yours like you had the low tec it atleast should have been made that most of the time dropped weapons and armor where usless just for selling and only sometimes found better weapons and armor for use
I want that mass effect 3 would be like mass effect 2 with static enemy levels the upgrade system only add the helmet toggle for you and your companions make armor count and make your companion armor also editable.
Looking forward to mass effect 3
Modifié par Justinas91, 30 juillet 2010 - 04:48 .
#5065
Posté 30 juillet 2010 - 06:48
BIOTICS
Biotic Knuckles:
Basically, a warp/barrier over the fists to lay on the hurt and protect your own fists, and also a mass increase effect in the fists themselves to knock them around. Activate to get this ability for a short duration of time. Increases melee damage, has chance for knockback. Damage, knockback chance, and knockback force are increased with each talent point investment. Has a quick recharge time. Successfull knockback rolls against protected targets (shields, barriers, armor) will not knock back, but instead inflict a stagger. Failed knockback rolls against unprotected targets will inflict a stagger too. Evolution: Forceful Biotic Knuckles, increases knockback force and chance even more (increases mass effect field in fists), or Brutal Biotic Knuckles (rote damage increase).
Cyclonic Deflection:
Like the Cyclonic Barrier Technology (Tali's ship shields upgrade) on ships' KBs, except done with Biotics instead. Chance to make incoming shots simply not hit you at all. This even may deflect enemy special attacks. Evolution offers either Extended Cyclonic Deflection (very long duration) or Intensified Cyclonic Deflection (higher % chance of total deflection).
COMBAT:
Resilience:
Makes your health bar replenish on its own (albiet slower) without waiting for the delayed recharge. Higher levels means longer regen. Useful for a quick pinch much like how Reave is for biotics when shields are out and you're hurtin'. Evolution offers either Extended Regeneration (regen longer) or Automated Regen (automatically kicks in if your shields fail, as soon as any cool-down is done).
Overkill: Next weapon shot or burst does much heavier damage. Auto weapons have 3 or 5 shots at heavier damage (depending on how much a "burst" would be considered). Evolution offers Massive Overkill, where the damage is REALLY amped up, or Tandem Overkill, where the number of shots that are overkilling are doubled (allowing you to potentially overkill more than one target).
TECH:
Damping: Just like in ME1. Can suppress enemy abilities. Higher levels cause a longer cool-down time for target's powers. Evolution is Heavy Damping (longest cool-down infliction) or Area Damping (area effect).
Proximity Mine: Places a proximity mine on the surface of whatever was under the reticule at the time of use. Will explode after a time, or when an enemy comes too near. Damages anything, no weakness, ineffectiveness or bonuses. Evolutions are Shaped Charge Mine, which increases the damage of the mine, or High-Shrapnel Mine, which increases the explosion and detection radius.
Which class gets what:
Infiltrator: Resilience, Proximity Mine
- Chosen because Infiltrators would have to last long behind enemy lines, and also because they play dirty and like to leave little presents.
- Pretty straightforward, since it's a pure class. Give as hard a lickin' as you take.
- Chosen for the Vanguard's "don't kill them 'till you see the whites of their eyes" intended play style. Biotic knuckles will probably get more use with this than with Adepts.
- Again, pure class. It's all about biotics. Cyclonic Deflection makes them a bit less squishy, while knuckles gives them a bit more oomph if foes get too close.
- Cyclonic deflection may be a nice alt to Tech Armor (or a supplement if you time the cooldowns right). Damping goes to the Sentinel since Prox Mine fit in better with Infiltrator.
- Again, pure class. Engis are all about the toys... and farking with the enemy's stuff.
Modifié par MadCat221, 09 septembre 2010 - 08:59 .
#5066
Posté 30 juillet 2010 - 07:21
ME2 though, allowed me to swap aroudn weapons to my various team members, but I had little idea what the differences were between the various guns. I missed the stats. I mostly just assumed that the default selections were correct.
Also, the lack of NPC armor was dissapointing. It lowered my suspension of disbelief when Shepard was running around in fancy armor with team mates who were unarmored for no good reason. It was also just fun in ME1 to mess with the armor colors, giving my squad color coordinated outfits or soomething.
#5067
Posté 30 juillet 2010 - 07:31
Graz73 wrote...
Weapon management needs rethought. ME1 had a very RPG like system which allowed me to constantly compare the stats of all these guns and give the best ones to various team members. That took a lot of time though, and I didnt really miss it in ME2.
ME2 though, allowed me to swap aroudn weapons to my various team members, but I had little idea what the differences were between the various guns. I missed the stats. I mostly just assumed that the default selections were correct.
Also, the lack of NPC armor was dissapointing. It lowered my suspension of disbelief when Shepard was running around in fancy armor with team mates who were unarmored for no good reason. It was also just fun in ME1 to mess with the armor colors, giving my squad color coordinated outfits or soomething.
I don't miss the excessive number of inventory items either.
You kinda have to read the descriptions to get a feel for what weapons do what. With the exception of the SMGs. The Tempest is simply better all-around than the Shuriken. Dump that peashooter for everyone as soon as you get the Tempest.
Also... forget NPC armor, I just want proper hardsuits for them!


Gonna have a third once I get to Tali's loyalty mission. Yes, I know I misspelled 'vacuum'. <_<
Modifié par MadCat221, 30 juillet 2010 - 07:32 .
#5068
Posté 30 juillet 2010 - 09:36
#5069
Posté 30 juillet 2010 - 10:09
#5070
Posté 30 juillet 2010 - 10:33
(1) Replace Cryo Blast with Neural Shock. Not just for engineer class but for Mordin also. So Cryo Blast will become unlockable ability and Neural Shock - regular engineer and Mordin ability.
(2) Make new ability - Mobile Shield Generator. This ability should create long-duration mass-field obsticle (just like geth can place in ME1) 1m (or so) infront of engineer. Obsticle stops any kind of attacks and blocks way from both sides, but it also takes damage from hostile weapons and abilities. Placing obsticle is also instantly regenerates 50% shields (if they are damaged) of all party members. Obsticle is considered as Shield with hit-points equal to 2X of engineer's maximum shields. When obsticle is destroyed it fades out in 1 sec and automatically strikes area around it with overload (equal to engineer's current overload). If used in Hummerhead, Mobile Shield Generator instantly restores 50% of its shields if they are damaged. This new ability should have 12 sec CD.
(3) Reduce AI Hacking's CD to 3 sec.
Modifié par Seival, 30 juillet 2010 - 10:51 .
#5071
Posté 31 juillet 2010 - 01:08
#5072
Posté 31 juillet 2010 - 03:15
Pure classes (Soldier, Adept, Engineer) may seem to get the short end of the stick, but maybe the limited selection of bonus powers for them can be offset by having the bonus powers have an effect multiplier; stronger effect, longer duration, shorter cooldown.
#5073
Posté 31 juillet 2010 - 06:43
So it saddens me to think that BioWare will continue to cater to the Mass Effect fans who want nothing more than to run and gun just like they do in a million other shooter video games. Which is not to say BioWare hasn't tried to make combat more tactical. Like shooting crates to fall upon enemies. But I definitely think more can be done towards tactical gameplay. This of course extends to dialog choices as well.
#5074
Posté 31 juillet 2010 - 11:52
FieryPhoenix7 wrote...
Okay, so what I'm going to say here is fairly subtle. That is, I'm not going to repeat what other people have been saying; these are little things that I think would have definitely made ME2 an even better game. And they aren't too many.
1. Walking Animation
-Explanation:
To me (and many others), this is a major problem. In ME1, the walking animations were exceptionally well done, to the point where I could literally play through the entire game without running once (unless necessary), because the animation was just THAT good. Not only that, but male Shepard and female Shepard had their own distinctive walking animations as well. Female Shepard walked like a woman, nice and clean. Male Shepard walked like a man, gently and calmly. In ME2, both genders have the same exact walking animation, which itself isn't even good. As someone in the ME Wiki talk pages once called it, it's a "zombie walk". And I unfortunately couldn't agree more.
-Summary:
*ME1's walking animation needs to be brought back.
* Male and female Shepard need their own personal animations. Copy-pasting is a good and efficient tactic, but it's not meant for things like these.
* The same can be said about the running animation.
2. Dialog Wheel and Conversation Loops *MINOR SPOILERS FOLLOW*
-Explanation:
A conversation loop is a dialog option that does not automatically terminate once selected. This problem was persistent in both in ME1 and 2 simultaneously.
For example, in ME1, during Doctor Michel's assignment on the Citadel, when she tells you of Armistan Banes, Ashley suggests that you talk to Captain Anderson as he may have more information. You go down to the Presidium and ask Anderson about Banes, he tells you a short story and then suggests you talk to Admiral Kahuko. You go to Kahuko, ask him about Banes, and get a full list of Cerberus-related assignments, at the end of which Kahuko ends up dead. At this point, if you go back to Anderson, there is an option to bring up Kahuko. Logically, one would guess that something about Kahuko's death will be said, but unfortunately this is not the case. If you do choose that option, Shepard will still ask Anderson of Kahuko's whereabouts, to which Anderson will reply with the same exact thing that the did prior to Kahuko's death, therefore completely voiding the idea of Kahuko's death. Worse yet, that option will always remain and NEVER terminates.
Another but quicker example, in ME2, there are a lot of moments where the people you talk with will repeat exactly what has been said before. This is especially noticeable during the last romance-driven conversation with any potential love interest. This conversation will repeat over and over, every time you visit that person, even after the romance scene, which doesn't quite make sense.
-Summary:
* This problem may not be completely avoidable, but if reduced, that would make for a much more realistic experience.
* Certain lines need to be updated, depending on what has or has not happened.
* If lines cannot be updated, then they should auto-terminate, rather than remaining in the wheel and making you realize you are playing a game. One way to do this is through a flag system; if a certain dialog option has been chosen (i.e. a certain line has been said once), then it cannot be heard again for the rest of the game. And if it must be heard again, then it should be said differently at least.
3. Locations and Environments Remain Unchanged Throughout the Course of the Game
-Explanation:
If I remember right, this might have been brought up in one of Ecael's threads. The idea is simple: hub worlds like the Citadel, Omega, Illium, are normally visited multiple times on any one playthrough. However, the problem here is that these areas are EXACTLY the same whenever you visit them. For instance, you visit Omega at the beginning of the game, and about 20 hours later for Samara's loyalty mission. And guess what, you can't tell the difference between your two visits, as it is the same place you've been before. Same people standing around, same music playing in clubs, same pretty much everything. You don't feel like you've been away for a while. This also existed in ME1 with the Citadel.
-Summary:
* Hub worlds should "update" as you progress through the game; if one person is standing near the door of, say, Afterlife at the beginning of the game, they shouldn't be there after several hours of advancing through the game. Similarly, the song(s) playing at Afterlife should change with time. This can be strechted to every other hub world.
4. Cutscenes and Gameplay
-Explanation:
This has been covered before as well. Basically, make cutscenes more consistent with gameplay; just a little more. What I mean by this is very clear: in ME2, squadmates who aren't trained in assault rifles and who DON'T have assault rifles in the first place can be seen carrying one in a number of cutscenes throughout the game. This also includes non-Soldier Shepard.
-Summary:
* The game should recognize what weapons are being used by who, and show cutscenes accordingly. As simple as this may sound, it's kind of immersion-breaking if not done as it should be.
5. Squadmates Drawing Weapons After Every Cutscene
-Explanation:
To me, this is unnecessarily annoying. This problem is only in ME2. After every cutscene, no matter how short, your squadmates and Shepard will auto-draw their weapons, even if there are no immediate threats. Similarly, if Shepard undraws her weapon, squadmates should follow, as was the case in ME1.
-Summary:
* Since this problem was never seen in ME1, I'm sure it can be fixed in ME3.
That's all. Notice how ALL of these are subtle and insignificant features. This is entirely intentional. I know there are far more pressing matters that have been discussed to death already, so no point in bringing them up again. But believe it or not, it's little things like these that make a game great.
- Phoenix
Quoting this from several pages back. Just because.
#5075
Posté 31 juillet 2010 - 01:36
In ME1 you could go to Dr Chakwas or Dr Michel and they'd have an unlimited supply of Medi-Gel.
In ME2 that doesn't happen.
And they should bring Grenades back. I know heavy weapons was added in, but they could have both? You can't give your heavy weapons a bigger explosion radius, you could give your grenades that.




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