Mass Effect 3 Wishlist
#5401
Posté 16 août 2010 - 06:37
First of all, the learning points system in ME2 is ...just bad. In ME1 were tons of skills/powers to learn and in ME2 all we got are 4 skills for each team member (and those, that are most usefull are passive)? Plus we can't learn them all, because of that level 30 limit. In ME1 I had feeling, that I could use more tactics in battle, because my team mates had more skills. It's just simplified too much, compared to ME1. So please use in ME3 that system from ME1, or some new system, but not that from ME2.
So all together: Change LP system and allow us to achieve higher level, so we can learn more skills.
Another thing is the weapon upgrade system. It's not bad, but what I like abut ME1 is, that there are tons of guns and we could upgrade them with some parts and that made every weapon uniqe, there's nothing like that in ME2. So maybe you could mix these systems together, so we could upgrade weapon damage in lab, but still be able to change barrels, heat sink and other stuff...
Why we can't loot killed enemies and then sell teir stuff to earn extra creds?
And the last thing: It would great to see some normandy battles. Maybe somethig like we could see in KotoR 2, but little more complex?
But still I must say that ME2 is an kick ass game :-D
#5402
Posté 16 août 2010 - 08:09
kukkjakana wrote...
implodinggoat wrote...
#1: Change Liara Back to the Nerdy Lovable Liara From ME1
Get Drew Karpashyn back to explain Liara's character to the rest of your writing staff; because you guys butchered her character in ME2. Prior to ME1 she spent her entire life studying the Protheans and then she makes the most important archeological discovery EVER and yet in ME2 she chooses to...
A: Switch careers so she can track down the Shadow Broker to avenge the loss of a shady Drell agent who she went on one mission with (COMIC SPOILERS and who lied to her about the fact that he was working for Ceberus END COMIC SPOILERS).
Rather than...
B: Following up on the most important archeological discovery of all time (which she helped uncover) by helping her lover save the entire galaxy.
Its out of character, it makes no bloody sense, it pisses off the fans and its terrible writing. Characters do change; but if you want to make a radical change to a beloved character you have to devote the story time to show that change happening. Having a character radically change off camera and then giving a sparse and illogical explenation for said change is inexcusable.
#2: Regarding Resources
It goes without saying that the resource mining is beyond tedious; but there are also problems with all the resources including credits, thermal clips, power cells, and medigel.
A: Have power cells and medigel replenished to 100% at the start of each mission and offset this change by reducing the opportunities the player has to find these resources during missions. Players such as myself are apprehensive to use medigel and heavy weapons because they aren't certain that they can get more when they need them. Even though both resources are rather common the natural hoarding mentality of the RPG player makes them apprehensive to use any resource that they can't replenish at will.
B: Give the player a way to make credits at will. In an RPG a player should be able to acquire enough money to buy whatever the hell they damn well please if they simply devote the time to it. So you should always leave the player a means to make money. In particular I'd like to see some replenishing missions along the lines of bounty hunting or aiding the alliance that will give the player an opportunity to make cash, some gladitorial type matches that the player can compete in for cash, and some gambling mini games like Pazaak from KOTOR.
C: Have the game automatically gather all the ammo in an area once it is cleared of enemies. I like the way that ammo limits force the player to be more accurate; but running around the level gathering thermal clips after I clear out all the enemies is tedious and kills the pace of the game.
D: Let the player buy and sell mineral resources. Making the mining mini game less tedious is a necessity; but beyond that the player should have the ability to buy and sell minerals so that a player can trade a mineral they have an abundance of for one they have little of or simply sell an abundance of minerals for additional credits.
#3: Regarding Powers
Bioware did a hell of a job with the combat system in ME2; but some of the powers need a few tweaks...
AI Hacking: As it is its simply too situational; but the fix for this is easy. Simply have more missions where synthetic enemies are mixed in with organic ones, so that the player will have more opportunities to use their hacking skills. Additionally the power shouldn't have a reduced duration on elite enemies (same goes for Dominate) since hacking elite enemies like YMIR mechs is fun; but the extremely short duration of the effect undermines the fun factor.
Shredder Ammo: The most worthless power in the game. It should be replaced with an ammo type that's effective against all enemy types like Cryo Ammo so that classes that don't have access to that power or who have no ammo powers of their own will have an ammo power that's functional in all circumstances. For example you could just change the power so that it gives a large damage bonus against the health of organic and synthetic enemies; but doesn't do jack against defenses. That would make it a good option for Adepts, Sentinels and Engineers who have no ammo powers; but who can only choose one.
Armor Piercing Ammo: Incendiary Ammo does almost the exact same thing and is more entertaining to use. It should be replaced with an Ammo power like Warp Ammo; but which is effective against Shields, Barriers, and health so that Vanguards with Incendiary Ammo can have access to an ammo power which will cover both protection types that their ammo doesn't cover.
Neural Shock: Given the availability of more powerful crowd control powers which are effective against organic and synthetic enemies, neural shock is simply to underpowerd and situational. It should be replaced with a similar shock ability which works on organic and synthetic enemies and which is better at staggering enemies with protection.
Inferno Grenade: Its a fun power to use and its area of effect and ability to panic organic enemies make it a great combo with defense lowering powers like area overload, area energy drain, or area reave; but its just too damned weak. Make it do about double the damage it currently does and it would be a hell of alot more useful.
Shockwave: With pull, throw, Singularity and Slam all providing biotic crowd control and warp providing a far more effective direct damage power, Shockwave feels rather redundant. It should be tweaked so that it's a very powerful attack with a very long cooldown penalty. A power which does damage comparable to warp against barriers and armor over a wider area, can detonate multiple enemies within its area of effect who are already effected by another biotic power and which still retains its crowd control ability from ME2; but which has a very long (say 12+ seconds) cooldown penalty. This would give the player a great high risk, high reward ability which is capable of devestating multiple enemies; but which comes at the cost of being unable to use their powers again for a very long time.
Concussive Shot: Since Adrenaline Rush is so powerful using Concussive Shot needs to be more rewarding for a Soldier, particularly since its their only direct damage and crowd control power. It should be more powerful so that choosing it over Adrenaline Rush is more rewarding. More specifically it should do about double the amount of direct damage it currently does and its evolved form which does extra damage should be called "Carnage" and should be effective against shields and armor.
Fortification, Geth Shield Boost, Barrier: They all pretty much do the same thing and are thus largely redundant, so they should be changed to make them more distinct.
[*]Barrier: Should remain unchanged. Very Powerful; but with a limited duration and a substantial cooldown penalty.
[*]Geth Shield Boost: Should function more like Tech Armor as an ability which will last until its destroyed. To compensate for the lack of a time limited duration it should provide a less powerful boost than barrier; but with the same substantial cooldown penalty.
[*]Fortification: Should be an entirely passive ability which doesn't need to be activated and thus has no cooldown penalty; but compensates for this bonus by providing the least substantial protection of the three.
#4: Regarding Weapons
Most of the weapons in ME2 are great, they all feel distinct and for the most part they're fun to use; but some of them are just too damn weak relative to the other guns to be viable in combat and some of them are made less entertaining by the limitations imposed upon them, while some of them are actually less entertaing then they could be because they're a tad overpowered.
Bring Back Modular Weapon Upgrades: The modular weapon upgrades in ME1 gave the player a nice way to customize the performance of their weapons in ME1 and I really missed them in ME2.
Consider using the number of modular weapon slots to balance out some of the less powerful weapons you get early on. Its understandable that the programmers would want to make the guns you get later on more powerful to encourage the player to try the new weapons; but in ME2 this also made some of the guns you get early on underpowered later in the game. To balance them out give the guns you get early on (Avenger AR, Predator Pistol, Shuriken SMG, Katana Shotgun, and Carnifex hand cannon) two modular upgrade slots while the guns you get later have only one. That gives the player reason to try the new guns when they first get them; but also reason to try the old stand bys again when they get more upgrades later in the game.
Upgrades Can Only be Swapped out aboard the Normandy. Having the player tweaking weapons in the middle of combat as in ME1 is unrealistic and it slows down the pace of the action.
A Few Suggestions for Upgrades.
[*]Weapon Damage Boost: Good in all situations, it balances the other upgrades by forcing the player to sacrafice a potential damage boost in favor of the other mods.
[*]Reduced Recoil: Good for improving accuracy when unloading weapons with high rates of fire like the Avenger, Tempest, Revenant, Mattock, or Viper.
[*]Better Ammo Efficiency: Increases the max ammo for a weapon and the number of rounds gained from thermal clips allowing the player to more freely fire ammo hungry weapons like the Vindicator or Mantis.
[*]Accuracy Upgrade: Reduces the degree rounds spread at longer ranges. Good for improving the range of shotguns or less accurate weapons like the Revenant or Tempest.
[*]Bayonet: Significantly increases the damage melee strikes from the gun deliver.
[*]Higher Rate of Fire: Increases damage more significantly than the weapon damage boost; but at the cost of increased ammo thirst and increased recoil. Good for weapons with deep ammo wells like the Avenger.
Suggested Tweaks for Existing Guns:
[*]Carnifex Hand Cannon: Needs about 50% more max ammo and a little more damage to really be a viable alternative to using your other weapons.
[*]Predator Heavy Pistol: Same as the Carnifex about 50% more ammo and a little more damage to make it a viable gun.
[*]M-4 Shuriken SMG: Give it a bit more damage and make it a better run and gun weapon than the larger SMGs.
[*]Locust SMG: Its a little too powerful and the sound it makes when it fires is unsatisfying. I suggest cutting its max ammo in half, increasing the recoil penalty when moving, and giving it a firing sound with a little more oomph.
[*]Avenger Assault Rifle: Just give it a bit more damage.
[*]Geth Pulse Rifle: Give it a bit more damage; but balanced so that its superior accuracy is balanced by having it do less damage than the Avenger.
[*]Collector Rifle: Give it a bit more damage; but balanced so that its superior accuracy while running and gunning is balanced by having it do less damage than the Avenger.[*]Vindicator: I love the Vindicator and I like how its limited ammo demands accuracy and encourages the player to use their other weapons; but the ammo limitations are simply too severe. Up its max ammo from the current 4 reserve clips to 6 reserve clips and increase the number of rounds each thermal clip pick up gives you.
[*]Claymore: Increase its range so its the same as the Eviscerator and up its damage a little.
[*]Katana: Increase its range so its the same as the Eviscerator and up its rate of fire a little.
[*]Eviscerator: Increase its range so it maintains its advantage over the other shotguns.
[*]Viper: It has a bit too much ammo. Decrease its max number of spare clips by 1.
[*]Incisor: Its less accurate and does less damage then the other sniper rifles which would be fine if it had the most ammo of any sniper rifle. Double its max ammo and double the number of rounds it gets per thermal clip so that it operates more like a scoped assault rifle.
[*]ML-77 Missile Launcher: Its just too damned erratic. Change the homing on the missile so it always goes after the enemy the player is targeting.
[*]M-622 Avalanche: Make it so that charging the gun doubles the damage like with the new Geth Shotgun.
#5: Regarding NG+
NG+ should give the player an opportunity to play the game in new ways and allow them to make their existing character more powerful then they could on an initial playthrough.
Have NG+ Unlock New Missions and Endings: Bittersweet endings in a game can be very powerful (Shepard not surving the suicid mission for example); but many players never see these endings because they want to get the best ending possible. On the other hand if you have a powerful but bittersweet ending that the player can't avoid then they feel cheated by the game since no matter how diligent they were there was no way for them to have their cake and eat it too. Having endings which unlock only on a second playthrough resolves this issue by allowing the writers to create a powerful bittersweet ending that the player will actually experience, while still giving the player a way to have their cake and eat it too if they put in the effort. Additionally it adds replay value by delivering new content through the NG+ experience. If you want to have bittersweet endings to ME3, I would reccomend adding a mission which unlocks only on NG+ games which results in Shepard having an advantage he/she didn't have on their first playthrough and which allows them to get the "have your cake and eat it too" ending that they couldn't get the first time around.
Have Upgrades Carry Over: The player went to a lot of trouble to get all those upgrades, there's no need to force them to go through getting them again. Additionally since the game's difficulty scales to the players level in a manner that assumes they have the upgrades it made the difficulty curve on imported ME2 careers backwards with the game being most difficult at the start and getting progressively easier as you went along.
Have Paragon and Renegade Points Carry Over: The morality system in ME2 forced the player to stick to a Paragon or Renegade path in order to unlock charm and intimidate options. Having these points carry over would allow the player to play the game in new ways and allow them to make the choices they want to make not the choices they feel they need to make.
Give the Player Another Crack at Advanced Weapons Training: For a Soldier having to pick between the Widow and the Revenant in ME2 is always torturous as is knowing that there will never be a way for you to get your hands on a Revenant if you're not playing as a Soldier. Just give the player a new crack at advanced weapons training on each playthrough so that players can unlock whatever weapon they want with a little extra effort.
Bioware, hire this gun. Nao!
I appreciate the sentiment; but I'm just a dude who plays too many games who counteracts his insomnia by making long excessively thought out suggestions on the forums. I suppose that might make me a good play tester; but I know next to nothing about programming.
If Bioware can use any of my suggestions to make Mass Effect 3 better then I'm happy to contribute without pay. Honestly, I'm just pleased to see that they take the fans opinions into account as much as they do. I was real active back on the forums before and after ME1 came out and I've been really impressed at how they addressed a lot of the critiques we leveled at ME1.
#5403
Posté 16 août 2010 - 09:35
thedistortedchild wrote...
I know this is a weird complaint, but here goes.
In ME1 I had the ability to get to 9,999,999 credits. Which was cool becuase I could buy my wholle team specter gear and amps and such.
In ME2 I barely had enough credits to get the upgrades nessacary to beat the game. The total cost of all upgrades and items in ME2 is greater than the total amount of money you can find in the game.
I'm not saying that I need ridiculously large piles of cash lying around. However I would like ME3 to have enough money to buy everything,and then some. Because everyone occasionally misses a hack or a salvage.
Yeah and I also like helping Dr Michel and then getting a discount so I could use that to get infinite money.
I can't believe I'm going to say this, but I miss those long elevator rides
Thinking about it, I love going up a lift and then Kaidan and Wrex would just be having a conversation. I want Wrex back :'(
In ME1, we could change the armor of everyone, Ashley, Liara, Garrus etc. I REALLY WANT THAT BACK. Having those infinite credits would realllllly help. I loved Spectre Gear because I'd use my HMWSR X and that would just kill everyone
And I want those Skill Mastery Achievements that would unlock the power as a Bonus Power for a new playthrough. Like using Sabotage 75 times.
#5404
Posté 16 août 2010 - 11:23
implodinggoat wrote...
everything he said
Agree with everything he said. Sadly, that's not what Bioware is aiming for, I think they're now focusing on the living room crowd that wanna play a simple shooter in space.
I detest the way relationships were done in the game. It was the same variable flagging system from previous Bioware titles and it feels lifeless. You get new interaction options as you progress through the campaign, which made interacting with the squad mates feel stiff, railroaded, and generic.
I propose a faction system similar to The Sims (The Sims 3 specifically).
How does it work?
All of the important NPCs as well as Squad mates have a relationship scale; it goes from -100 to +100. At the beginning of the game you start at 0, but for some NPCs you might start higher or lower depending. As an example, if you had a prior relationship with say Tali, you would start ME3 with Tali at +50. Everyone else from ME2 you’d probably be at +30. If you agreed with TIM in ME2 then you’d get a bonus with him and Miranda. If you didn’t get the loyalty of a squad member and they survived, then you’d start at 0 with them in ME3. You guys get the idea.
The more you chat with the NPC as well as the more missions you do with them the more points you get (between 1 to 5 depending). This is invisible to the player, but you can tell you’re increasing the relationship because new chat and relationship options start appearing.
If you do things that the NPC doesn’t agree with (to include mission decisions, main storyline decisions, etc) you lose faction with certain NPCs. As an example, siding with one NPC will get you bonus points with it whilst with the other you will get negatives (like the two examples in ME2).
I just made up these numbers and they could be changed:
Plus to the Relationship score (Gaining relationship with an NPC).
-Chatting (Learn about their background, life, etc) +1 point (up to a max, you will have to do missions to surpass the cap). These options are denoted in Blue. Friendly options are denoted in Green. Romantic options are denoted in Pink.
-Missions (doing main story, side quest, or squad mate missions) +1 to +5 points depending on outcome. (Up to a certain max, you will have to do certain story or core missions to surpass the cap).
-At +70, you can branch off into Romantic or Friendly chatting choices if the NPC can be romanced, otherwise only Friendly choices appear (aside from the generic choices I mention above).
-Friendly chatting choices +1 to +5. Learn more about themselves (favorite foods, colors, music), do personal side quests, instigate against another NPC, group, etc. after 80+ you open up friendly hugs, handshake, and persuasive options during critical parts of the game. Depending on how high your score is you will get certain anti-negative options, such as apologize, compliment, encourage, etc.
-Romantic chatting choices +1 to +5. Learn more about themselves (foods, colors, music). If the NPC is a possible romance, you’ll get flirt options. At 80+ you can work up to kissing, hugging, and cuddling when available. Like friendly, you get persuasive options during critical parts of the game. At 90+ you can consummate at the captains chamber (maybe a simple fade to black for repeated consummates or a video like in ME1 or ME2). Depending on how high your score is you will also get certain anti-negative options such as Apologize, compliment, etc.
Negatives to the Relationship score (Losing relationship with an NPC)
-Insulting. Basically chat options that outright insult an NPC, these are denoted in Red. -1 point.
-Chatting with an NPC that another NPC dislikes. -1 to -5 depending.
-Missions (including main story, side quests, squad mate missions). -1 to -5 depending on mission choices. If you do a squad mate mission for a NPC who is disliked, the negative would be between -5 to -25. Doing certain missions that go against an NPC also carries the same relationship penalties as disliked NPCs. As an example: doing missions against Cerberus will get you between -5 to -25 against Miranda. The penalties for doing a mission against a certain organization an NPC is aligned with is worse than the bonuses for doing missions for an organization an NPC is aligned with (between +1 to +5).
-At -70, perhaps you’ll get additional choices such as expel from crew. At -70 the NPC becomes reluctant to do missions with you. Being disloyal like this may cause additional Main story quest problems.
-At -80 the NPC may incite a riot on the ship, or may leave your crew the next time you port. You may have to go on an additional side mission to either get them back, or destroy them as they may become a nemesis.
Anyhow, this is just a suggestion. I like the idea of dynamic relationships like this. It creates a balancing act between certain NPCs and actually creates its own mini-game. It should be completely compatible with prior saves as all it would do is extract your status information from the prior save and then set the bonus or negatives accordingly.
#5405
Posté 17 août 2010 - 01:15
ANother thing is the load screens, it's not a big deal but in ME1 the game felt more fluid without a load screen between everything. I want to actually have to get off the ship, not just randomly end up in a hallway or whatever.
But mostly just concerned about the armor.
#5406
Posté 17 août 2010 - 03:00
Squadmate armor
At first I didn't care about jack being half-naked in battle, she's biotic crazy woman with crazy biotic barriers so it made sense. but when I went to go do the suicide mission and people died but Miranda just kept living with that thin ........thing on I got a little..... confused. I like the fact that everyone has their own look that defines them but I would like for them to wear certain types of armors for certain situations. (For ex. Jack could wear what she wears right now on the ship and on very light missions. For heavier missions, she could have some heavier armor. I'm not sayin she should be supporting full combat armor like shepard, but something that makes me think, hey if she was taking a full machine gun blast from a YMIR mech, she would have enough time to fire a few shots, run to cover, and retailiate without being blown to jack bits.) Have them wear different armor but make it suit their personality.
Romance NPCs
I would like it if you could romance people that aren't you're squadmates or on your missions.(For ex. Gianna Parasini and Shiala) I could see how that would be hard seeing that they aren't a part of the main story but they could be characters that you could visit on a planet from time to time or call for a chat in the comm room. Oh yeah, I'm a dude but, while I was thinking of this I realized that there are no NPC's that are romancable by female execpt Conrad( He has a supposed wife) and Shiala. It's like being forced to be a lesbian or date a donkey. Correct me if I'm wrong though
#5407
Posté 17 août 2010 - 03:02
Since the incorporation of expendable thermal clips for firefights, kinetic barrier technology once again began updating their shield matrix's to withstand harassment of full auto slugs by boosting battery capacity for shield strength and replenishment. As a result, the shields of most armors were able to completely regenerate within the span one took to eject a thermal clip and load a new one.
This new ability trumped the use of thermal clips yet again, just as the Geth had done so previously. To counter this newest defense, weapons manufacturers looked BACK at previous cooldown technologies used by pre-Geth incursions for guidance. As a result, a hybrid system of passive cooldown and clip ejection was invented. Modern weapons now used a system that absorbed the heat developed by mass-accelerator weapons in thermal storage sinks within the gun which was passively cooled between shots. If one were to overheat the weapon ablative gel stored within the sink would be ejected, dissapating the heat generated by the weapon immediately for rapid use.
This new system allowed for much higher clip capacity for every weapon which would now on averge fire 120% more rounds per capacity than thermal clips alone. This new system also re-introduced the benefit of having ammo blocks that could carry thousands of rounds before wasting, a usefulness that was trumped when weapon heat storage had to be ejected to allow for firing.
#5408
Posté 17 août 2010 - 03:06
#5409
Posté 17 août 2010 - 05:16
I think fights should break out on the Citadel and other space ports if you've done a lousy job at maintaining galactic stability so random people may try to kill you in this case you're stuck in your civis and have to fight them off it would add a new element to the game sense these attacks would be random so if you go to the same place over and over again maybe only 1 in 6 visits you'll be attacked.
#5410
Posté 17 août 2010 - 06:19
#5411
Posté 17 août 2010 - 06:51
#5412
Posté 17 août 2010 - 08:57
For ME3 I think BioWare needs to keep the following things from ME2:
1. Weapon/damage/health upgrade sytem, loved it
2. Simple inventory system, so much less of a hassle
3. Health regeneration in combat
4. Loyalty missions if possible but not as many and only if they make sense
And change to these things:
1. Bring back some RPG elements (more talents, more options to evolve talents, maybe more miscellaneous items if they make sense in the game)
2. Bring back the exp system from ME1, if I kill an enemy, I should get exp
3. Place a little more emphasis on exploration (the main planets such as the Citadel, Omega, etc should be about the explorable size they were in ME1, and also, as others have said, make the combat missions a little bit less linear and slightly more explorable afterwards. we should be able to only return to the normandy when we are ready)
If BioWare can do this, I think ME3 could be a perfect game gameplay-wise.
#5413
Posté 17 août 2010 - 09:20
I'd like to see the inventory system from ME 1 returned, but with a LOT less loot. I really miss shopping for new guns and armour, modding my weapons, kitting out and dressing up my team mates and so on. But there shouldn't be so much loot that you get sick of picking it up and sorting through it like in ME 1.
I'd like to see a hardcore mode that basically adds greater challenge to all aspects of the game, in particular making it harder to accumulate credits, less loot and a lot more XP to level.
Put the class skills and powers back the way they were in ME 1.
#5414
Posté 17 août 2010 - 09:55
Phil5000 wrote...
I'd like to see the inventory system from ME 1 returned, but with a LOT less loot. I really miss shopping for new guns and armour, modding my weapons, kitting out and dressing up my team mates and so on. But there shouldn't be so much loot that you get sick of picking it up and sorting through it like in ME 1.
The item icons could also be smaller so you'd have some 3x3 or 4x4 inventory screen and a number indicating how many of the item you have. A bigger text box would be next to it. Also ability to delete "all these items" would be great.
Removing some of the weapon variants wouldn't matter either. ME1 had like 5-10 different named assault rifles with 5-8 levels - reducing them to half wouldn't do any harm (ie. Lancer focuses on firerate, Banshee on accuracy and Kovalyov on power, all with 5 levels), but not like it was done in ME2
#5415
Guest_Bennyjammin79_*
Posté 17 août 2010 - 01:33
Guest_Bennyjammin79_*

Ugh.
Modifié par Bennyjammin79, 17 août 2010 - 01:38 .
#5416
Posté 17 août 2010 - 03:25
MASS EFFECT MULTI PLAYER:
Co-op: Mission too hard? Desperate for that "Insanity" achievement so you can brag to your friends about it? And are those NPC's not thinking tactically enough? Well, what if you teamed up with your best friend and both of your Shepards had a go at the galaxy?
Story-wise, incorrect, But it would be just for the sake of multi player fun!
Versus: Think your Shepard is the best? Want to prove it? Grab your friend and make a team and show the world why your Shepard is THE Shepard. 2v2, 3v3, 4v4, or even just one on one! Imagine this warfare going on across a dozen different multiplayer maps designed around various planets and environments from around the galaxy!
--- yes there will need to be weapon tweaks such as the Widow's damage and the Cain's damage, and how they would need to be lowered to make it fair... the only other problem i can think of is how "time slowdowns" would work (soldier and infiltrator). thoughts?
---------------------------
I don't know why people are complaining about certain gameplay issues:
ammo reserve:
Yes the Carnifex may have about 20 shots, and for that reason it runs out of ammo quickly... but keep in mind: THERE ARE HEAT SINKS EVERYWHERE, and it is supposed to encourage CAREFUL AIMING!!!! it even tells you in a Load Screen that with pistols and snipers you have to aim carefully, and missing is a costly mistake!
You just can;t spray and pray in this game like you could in ME1, this game is so much more refined in that sense. you have to think tactically (and that's an understatement). For those who run out of ammo quickly with pistols, here are a few tips:
- use Cryo Blast/Ammo. Frozen targets take more damage.
- The soldier's adrenaline burst makes it easier to aim weapons.
- take a second to line up a shot as opposed to hoping for the best.
Secondly, the talent points system:
YOU ARE NOT SUPPOSED TO E ABLE TO LEARN EVERY SINGLE TALENT YOU HAVE AVAILABLE TO YOU!!!!! If it was like that, all shepards of one class would be the same. I can say that the current system of talent points is very well done and a great improvement. It :
- got rid of a whole bunch of useless talents to spend points on (Like charm and intimidation in ME1)
- kept things easier to manage (especially for squad mates---and btw, 4 talents is plenty. each party character can fulfill defensive and offensive roles (just use them for the right situation)).
However i have to agree about the ammo powers. Shredder rounds do add about 60% weapon damage at max level, but Garrus' Tungsten rounds do more damage (only against armour and health). At the high levels, Most specialty ammo powers are the same. there needs to be more of a difference... like the ammo types in ME1.
Oh yes, one last thing: Agreed about the cover art. ME1 had a very Bioware feel to it... but seriously, WTH is with ME2? why change the style? the first one worked!
Modifié par Mr Arg, 17 août 2010 - 03:27 .
#5417
Posté 17 août 2010 - 05:05
ammo
imo going from unlimited ammo in me1 to the system in me2 was a horrible idea... but both systems have good things going for them so i think you should combine the two for me3. you still have a set number of thermal clips and you can run out of ammo but the thermal clips dont eject until you actually hit the max number of shots with out stoping. so if you gun has 15 shots before it over heats but you only use 10 arfter a few seconds the gun would cool down on its own with out wasting a clip. that works better gameplay wise and makes more sense.
defenses
i like the defenses in me2 but some times they can be a pain in the ass. especially for power heavy classes. having powers that take down defenses works but having the ability to bypass them would another level of depth and fun to the combat. besides it dosent even make any sense for shields to block powers like pull... so if you used pull on a shielded enemy it would pick them up and cause a little damage to thier health but leave them with full shields. again this works better gamplay wise and makes more sense.
leveling up
i dont play a lot of rpgs so i dont have that much expirience with this but i know when something feels like its lacking. personally as an rpg newb me1s system was a little over whelming at first but when i got use to all those little squars, i could make a lot of very different biulds... me2s was easier to use but felt really limited especially when it came to the squad mates. the me2 style should be expanded in me3 give shep more options and give his squad mates THE SAME NUMBER OF OPTIONS.
side quests
i dont see why this is so hard >_>... they were a lot less bland in me2 as far as the levels them selves but i cant figure out why in the hell all the characters are silent? trust me the extra recording time and money will make all the difference. the lack of dialog actually made me miss the warehouse that kept following me to every planet i went to in the first game. i prefered the side missions in me1 thats how bad i hated the silents. combine the banter and dialog of me1 with the varied enviornments and objectives of me2 and you have a recipe for win
i have a lot more to say but i dont like typing a lot so ill post mor later... oh and one more thing i dont care what any one else says i miss the elevator rides
#5418
Posté 17 août 2010 - 05:12
If player 1 is the Shep they have then player two gets to pick from the crew they formed. That way you stay in story and it isn't weird with two Sheps running around and only one being addressed as Commander.
Heat sinks suck I liked overheat and cool down better compared to this its like they went backwards tech wise when making weapons.
#5419
Posté 17 août 2010 - 05:27
coke addict wrote...
ammo
imo going from unlimited ammo in me1 to the system in me2 was a horrible idea... but both systems have good things going for them so i think you should combine the two for me3. you still have a set number of thermal clips and you can run out of ammo but the thermal clips dont eject until you actually hit the max number of shots with out stoping. so if you gun has 15 shots before it over heats but you only use 10 arfter a few seconds the gun would cool down on its own with out wasting a clip. that works better gameplay wise and makes more sense.
Originally I thought thermal clips would be like this. Basically a changeable heatsink in case your gun overheats. It would have been logical progress
And 3 player co-op would be ok if it didn't make anything worse. It seems quite simple but enjoyable thing to do
Modifié par kalle90, 17 août 2010 - 05:29 .
#5420
Posté 17 août 2010 - 06:18
1. More teammembers but limited team places. Let us choose betwean them. Let them choose us. I mean, if we'r paragon it's most likely that a quarian will join us and if we'r renegade then let us have a krogan merc.
2. Wepon customization. I wrote about this like 5 times already. Wepons from ME2 were good and the inventory was also ok. What I want is to add a place in armoury where you can add some parts to our wepons. Better cooling (more ammo), some targeting stuff, optics (sniper rifles) or things like this. Every wepon will have one slot for special ammo. I know it's not enough for a whole mission but maybe on lower dificulties lvl it can be more. Special ammo as a skill was a big mistake, as I see it. Upgrades will be collected during missions. For example when we fight the plauge on Omega there is a place where a dead Turian has a modified rifle. We scan it and take what is needed. We don't have to spend anything in Lab. Just put the new part into the wepon.
3. The Paragon/Renegade points system is strange for me. I wanted to create a paragon girl who rather fights then talks. Example, she would kill Saren but also stop the kid from taking part in the Archangel mission. The ending of the conversation should count not what we'r telling during it. Of course there are some lines that are renagade or paragon, and I don't mean the red/blue ones, some of them are really one sided. Like at the beggining of the ME1, we can say "stop it" or "they don't send spectres on ...." The first one is of course strictly renegade.
4. More missions. In ME1 there was a lot of them. I liked to travel to diferent places looking for somebody to help/kill. In ME2 they werechanged into DLC for which we have to pay. When I firstly played ME2 I thought that it is a big step backwards from the first part. But now it's rather the same. Still ME1 has a better plot. You have to find out something and then there is a quick action and even quicker ending. In ME2 there is just team collecting and ending. No mystery to unfold.
5. Mining was borring. Flying from planet to planet looking for places to dig. It killed the whole fun of the game. In ME1 it was better solved. What I sugest is let some NPC pay us in resources. Mayby ome minners doesn't have cash but a lot of Irydium. Whats the problem to share some?
6. Loyality missions were well made. They let us know our team better, also from the private site. But why Shepard can't have some missions that are connected with his/her's past? There was one in ME1 but for me it's not enough.
7. Love intrests in ME2 were horrible. I accepted in ME1 Liara because asari link with their's mind but how is this possible that almost all the species in this universe do this like us humans? Some overgrown lizards, reptiles and whatever. Also if there is a posibility to have a ****** relationship for a femShep why not for a maleShep too? I know it sounds strange (or not) but I find it not fair. And again if there already is a posibility for a female Shepard to sleep with Liara why not with Ashley? It was preaty strange. Why in the second part is Tali's or Jack's or Miranda's relationship closed for a femShep?
8. And the last issue. The Jocker mision was funny but I think that if we'r playing the Shepard storry we should keep to Shepard. Leave others in peace. I'm nnot saying I didn't liked it but it was for me a little out of place if you know what I mean.
That's all for now.
#5421
Posté 17 août 2010 - 07:22
I agree Shep needs to have his/her own missions that connect to his/her past do flash back missions and for a few levels to properly set it all up we know the end but I still want to play beginning, middle, and end. Also for Ship born Shep let them go visit their mom!
As far as 7 some characters just personality wise are not set up for same sex relations Ash for instance wold never do that they could solve this issue by allowing a male and female new character from 3 be able to be romanced only by same sex this should make some people happy why not be able to design your own romance squad member for 3 like Fable 3 is doing? The way they're doing it you need to pre order the game but you can go to their sight and make a villager to curtain specs this could be done for ME3 and you make a potential LI for your Shep who will join your squad BW would give this person a job type of lines but you'd be able to make them how you'd like and they would be romanceable for either gen Shep you play as even if you have multi games w/ multi gender Sheps on your file.
I'd like to play more missions as other crew members if they do a Shep get captured mission(s) then your crew could tack them down and rescue him/her.
#5422
Posté 17 août 2010 - 07:50
Destroy Raiden wrote...
The only way I'd do co op is if my second player can be with me on my console not they have to buy another one just to play with me sure its an old method now adays but when you're playing with someone they should be in the room with you not their house.
If player 1 is the Shep they have then player two gets to pick from the crew they formed. That way you stay in story and it isn't weird with two Sheps running around and only one being addressed as Commander.
Heat sinks suck I liked overheat and cool down better compared to this its like they went backwards tech wise when making weapons.
Regarding Heat Sinks.
I actually really like the heat sinks since it forces you to aim more carefully; but I agree it seems like a technological regression. I don't buy the Codex entry which explains it either. To me it would have made more sense if they just said that someone figured out how to make a constant version of the Sabotage ability from ME1 that could keep weapons permanantly overheated and the only way to get around it was to start using thermal clips. It would make more sense and it also would have explained the lack of the Sabotage ability in ME2.
Regarding Co-Op.
I'm not a huge fan of the idea; but its probably going to happen since throwing multiplayer in a game does boost sales. Let me start by saying that I don't thing any type of player VS. player combat would work in Mass Effect since the combat powers are all designed to be used against AI opponents and having something like Singularity flinging you around would be really freaking annoying. Plus Snipers would end up dominating.
I agree with you that an option for split screen should be included and I think if they do Co-Op then they need to limit it to less plot intensive missions (like the N7 side missions) or better yet just pure combat scenarios. Here's what I'm thinking....
Gladitorial Combat or Virtual Combat Scenarios for Single Player or Co-Op:
To me something like the Pinacle Station DLC for ME1 could work really well for ME2. It didn't work in ME1 because the combat wasn't that engaging in ME1 and you played more for the story and the RPG customization. But: in ME2 the combat system is a ton of fun so an area where you could compete in some simple combat scenarios with either 1 player and two AI squad members or 2 players and no AI squad members. For 1 player things would work the way they normally would; but with 2 players you'd have to tweak it so that the power and weapon wheels would no longer pause the combat and tweak the Soldier's Adrenaline Rush when in CO-OP so that the ability no longer slows time (Say time no longer slows down; but you retain the weapon damage bonus and possibly the damage resistance bonus from Hardened AR, your weapons no longer have recoil, you get a boost to weapon accurracy, and you simply move faster. That said I really like Adrenaline Rush so I'd be pissed if I no longer had the time dilation bonus in Single Player.) Say you go to Omega and they have a combat championship with a series of different events that you can compete in for credits and maybe a few unlockable items or upgrades. You choose the map you want to play on, the type of enemy you want to fight and if you want to have any enviromental effects like the shield draining sunlight from Haestrom or what not and then you pick a type of match to play in. Here are a few different game modes I think would work for either single player or co-op.
Types of Combat Matches
- Timed Assault: You can play out a timed assault on virtual enemies where you score higher for completing the mission as quickly as possible. Maybe throw in a few different objectives like, plant an explosive then escape before it goes off, get a package and fight to an extraction point, etc.
- Pseudo Horde Mode: You try to survive against increasingly challenging waves of enemies for as long as possible.
- Timed Boss Battles: You fight something big and nasty, like the Thresher Maw, a beefed up gunship, a Geth Colossus, or maybe a Praetorian (or two) and you try to take them down as quick as possible while being harassed by smaller enemies.
#5423
Posté 17 août 2010 - 08:08
You could fight in an updated Virmire, Jack's empty Cerberus base, Abandoned mine, Illos, ect would anyone be apposed to all 1 & 2 Characters being able to be played in these types of co ops?
#5424
Posté 17 août 2010 - 09:26
Less clipping, more weapons and armor, more character customization for party, helmet removal without stat loss, high level version of N7 armor found in game later so I can choose to have the same look with still good stats, and etc.
#5425
Posté 17 août 2010 - 09:38
After BioWare took 3 steps away from the RPG genre with Mass Effect 2, they need to take 2 steps toward it with Mass Effect 3.
If they decide to stick with the excessively "dumbed-down" combat engine used in Mass Effect 2, at the *very* least, let us do something with the 1 or 2 points that we are often left with.
Allow us to undo point allocation in each individual talent, rather than an all-or-nothing "Undo" button, and allow us to undo point allocation even if we evolve a talent.
Give our party members more than 3 measly combat specials, and more than 2 measly weapons. Ideally, give them 5 combat specials, and 3 weapons.
Give us back combat specials earned through achievements, like in Mass Effect 1.
Give each of the classes the specials they had in Mass Effect 1. I can't tell you how disappointed I was that Infiltrator didn't have a combat special as basic as Overload, which they had in ME 1.
Bring back the Prestige classes in a form greater than merely evolving our passive combat talent.
Sometimes, less *is* more. IMO, in this case, less is just less.
Don't get me wrong, Mass Effect 2 is a great game, but it deserved a much better combat engine.




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