Mass Effect 3 Wishlist
Débuté par
figuare9
, févr. 01 2010 08:10
#7226
Posté 03 décembre 2010 - 05:47
Ha I dont understand why people hate the inventory system? Please explain why having a ton of items in a magical bag that happens to be on your character at all times is such a bad thing. I mean seriously people what RPG have you played that hasnt been like that? None. I cant think of any RPGs that Ive played that doesnt have this very simiar inventory system. Ha look at all the previous bioware games. ME2 was the first game they did away with the inventory system. Personally I think yall just got to use to shooter games. That being said I like a lot of the ideas on here. My big issues with ME2 and I HOPE... I HOPE they dont put back in ME3 is the skills and inventory system from ME2. If you dont want the magical bag on you at all time then Im willing to compromise with ME2 system only if you put a crap load of weapons, armor, and upgrades like ME. Just that you can only access it on the ship or those random weapon lockers. Yes upgrades from ME because upgrades from ME2 was a joke. I didnt even notice it thats how bad it was. Not to mention the soldier class skills in ME2 were ammo upgrades in the ME!!! Come on! Are you kidding me here bioware? You go from like a 12 skill list in ME to 4 skills in ME2 that were ammo upgrades. Unacceptable. I felt like there was no point in leveling the soldier class because it wasnt even worth it. Espically when it took multiply levels to just improve a skill. So in other words customization needs to go back to ME version. Mako explorations of planets was a big deal for me and was very sad how linear ME2 turn out to be. Oh sure you get to explore solar systems in your space ship but only to analy probe planets for mindless hours. Sure it was cool idea and it was fun for the first hour but it got boring fast. I totally cheated my 2nd play through because there was no way I was gonna do all that madness again. Im part of the mako moutain climbling team by the way.
Well I do hope some of yalls ideas get put in because there was a lot of good ones. But like my friend tells me all the time "Just accept it, ME3 is going to be a RTS this time around." *face palm*
#7227
Posté 04 décembre 2010 - 03:55
Actually dude, Mass Effect never had a magical bag in which you held up to 250 items. They solved that problem with the omni-tool. All your items were actually blue-prints that could be easily assembled and dissassembled from battlefield materials and all the different weapons were simply modifications off the basic weapon using those same materials. The omni-tool possessed a micro-factury that did all of those functions for you in seconds.
Modifié par Turneyvore, 04 décembre 2010 - 03:56 .
#7228
Posté 04 décembre 2010 - 04:00
The magical bag is spandex space.
#7229
Guest_Brandon lee Shepard_*
Posté 04 décembre 2010 - 04:04
Guest_Brandon lee Shepard_*
what i want in mass effect3 is these seven things 1:multiplayer online or offline i mean you already have three squad members why not make them playable by other people. 2:melee combat in the main menu of mass effect 2 if u wait u will see a movie scene where shepard is pulvarising some guys in hand to hand combat so i think you should be able to use your fists in a cool dramatic way not like gta"s melee combat. 3:space battels i would love to controll the normandy in space combat. 4:make the romances go deeper i hated that they got rid of the nudity mass effect one had in mass effect2 . 5:blind fire if you have ever played gears of war 1 or 2 you know how important blind fire is. 6:make the explortion a littel bigger and better and7:combine two classes i would like it if you could combine two classes the two that i would combine are soldier and vanguard
Modifié par Brandon lee Shepard, 04 décembre 2010 - 08:21 .
#7230
Posté 04 décembre 2010 - 05:30
I think that they should improve the biotics...
I mean lets say, in the level where you have to recruit dr.okeer, I was playing on insanity? (not sure if thats the highest) and the Krogan were a real problem for my biotics. I would hit them with warp, then while its recharging they come and pulverise me.
I think ME3 should have a biotics system thats more, multiple attack..ish. So I can cast a singularity and a warp one after the other.
Also maybe make the biotics look cooler, so instead of just one biotic ball, have like fifty fly out and then converge on the enemy and send them flying.
That would be just great.
Ooooh and maybe have some manual 'pull' control, the force unleashed force grip style.
Instead of casting pull and maybe he ends up flying off the cliff, we just hold the button and direct him there.
I mean lets say, in the level where you have to recruit dr.okeer, I was playing on insanity? (not sure if thats the highest) and the Krogan were a real problem for my biotics. I would hit them with warp, then while its recharging they come and pulverise me.
I think ME3 should have a biotics system thats more, multiple attack..ish. So I can cast a singularity and a warp one after the other.
Also maybe make the biotics look cooler, so instead of just one biotic ball, have like fifty fly out and then converge on the enemy and send them flying.
That would be just great.
Ooooh and maybe have some manual 'pull' control, the force unleashed force grip style.
Instead of casting pull and maybe he ends up flying off the cliff, we just hold the button and direct him there.
#7231
Posté 04 décembre 2010 - 05:40
I WISH for BioWare to do something different with ME3 in terms of gear and weapons. Fully reinforce research and modding as your way to customize your armory. Imagine having a several stock, barebones and completely plain weapons. Now, what if we could completely change EVERY part of the weapon. We could learn, discover, purchase technologies from other races to further create truly unique weapons.
I am going to use a shotgun in my example and will try to keep my idea in a simple form. Hopefully, you will understand my WISH and see the possibility a system like this could have. Every weapon mod would have a Pro+ and a Con- associated with it, preventing us from creating a gamebreaking super weapon. I am not a gun expert, so I apologize in advance for any inaccuracy.
Weapon Choices:
- Weapon reserve size: 2, 4, 6 or 10 rounds. The + for a smaller reserve would be more damage per shot.
- Shot type: Semi-Automatic or Two-round burst. The + and - for each type is going to be accuracy and RoF.
- Barrel type: Single, Double or Triple. The + and - would effect spray and range.
- Ammo type: Armor Piercing and Inferno. The + and - would be the protection it affected. Essentially, a portion of damage done would affect another protection simultaneously. (AP ammo could start chipping at Armor even if Biotic and Shields were up.)
- Thermal Clip Size: 12, 24 or 48. The + and - would be damage multipliers.
- Projectile: Concentrated or Scatter. The + and - would be damage done to primary target as well as any additional.
- Defense Effectiveness: Armor, Balanced, Barrier or Biotic. The + and - would be damage to the respective defense. 100% damage across the board as balanced, 150% to a specific defense with 75% damage done to other defenses when specializing.
- Range: Close, Mid or Long. The - being less damage done when using at an ineffective range.
The last effect, which would effect the overal feel of the gun would be technology: Geth, Krogan, Turian, Batarian, Salarian, Rachni, Quarian, Human, Prothean and Reaper... amongst others.
You could apply ONE technology and each could offer an bonuses to weapons. Let's say I add Krogan tech to my shotgun; my shots are more explosive increasing effectiveness against armor and a serated edge gives a melee damage bonus. Geth tech could allow for weapon charges, creating variable damage depending on how long the weapon is charged and the weapon would operate off of heat sinks. Each tech would effect the way the weapon looks as well as converting to compatible mods. Now, imagine similar choices for the other four weapons (not including Heavies).
Imagine a similar system would be applied to armor, fewer choices ultimately, but the same concept.
Armor Choices:
- Armor Type: Light or Heavy. The + and - would be damage threshold and mobility. A Light Shepherd may not have an equal DT, however, he/she can roll/dodge (would work great for charging Krogan, Biotics and Projectiles). Mobility would factor into how fast Shepherd could move into and out of cover.
- Resistance: Balanced, Tech or Biotic. 100% Resistance as Balanced and 150/50% to a specialized resistance.
Lastly, for armor would be effect. This would work similiar to how Technologies worked for weapons, however they'd give each armor a little something different: Redundant Shield Generator, Health Regenerator... well you get the idea. I didn't put as much thought into armor as I did weapons.
However, imagine how unique your Shephard would feel if I was to get this WISH.
I am going to use a shotgun in my example and will try to keep my idea in a simple form. Hopefully, you will understand my WISH and see the possibility a system like this could have. Every weapon mod would have a Pro+ and a Con- associated with it, preventing us from creating a gamebreaking super weapon. I am not a gun expert, so I apologize in advance for any inaccuracy.
Weapon Choices:
- Weapon reserve size: 2, 4, 6 or 10 rounds. The + for a smaller reserve would be more damage per shot.
- Shot type: Semi-Automatic or Two-round burst. The + and - for each type is going to be accuracy and RoF.
- Barrel type: Single, Double or Triple. The + and - would effect spray and range.
- Ammo type: Armor Piercing and Inferno. The + and - would be the protection it affected. Essentially, a portion of damage done would affect another protection simultaneously. (AP ammo could start chipping at Armor even if Biotic and Shields were up.)
- Thermal Clip Size: 12, 24 or 48. The + and - would be damage multipliers.
- Projectile: Concentrated or Scatter. The + and - would be damage done to primary target as well as any additional.
- Defense Effectiveness: Armor, Balanced, Barrier or Biotic. The + and - would be damage to the respective defense. 100% damage across the board as balanced, 150% to a specific defense with 75% damage done to other defenses when specializing.
- Range: Close, Mid or Long. The - being less damage done when using at an ineffective range.
The last effect, which would effect the overal feel of the gun would be technology: Geth, Krogan, Turian, Batarian, Salarian, Rachni, Quarian, Human, Prothean and Reaper... amongst others.
You could apply ONE technology and each could offer an bonuses to weapons. Let's say I add Krogan tech to my shotgun; my shots are more explosive increasing effectiveness against armor and a serated edge gives a melee damage bonus. Geth tech could allow for weapon charges, creating variable damage depending on how long the weapon is charged and the weapon would operate off of heat sinks. Each tech would effect the way the weapon looks as well as converting to compatible mods. Now, imagine similar choices for the other four weapons (not including Heavies).
Imagine a similar system would be applied to armor, fewer choices ultimately, but the same concept.
Armor Choices:
- Armor Type: Light or Heavy. The + and - would be damage threshold and mobility. A Light Shepherd may not have an equal DT, however, he/she can roll/dodge (would work great for charging Krogan, Biotics and Projectiles). Mobility would factor into how fast Shepherd could move into and out of cover.
- Resistance: Balanced, Tech or Biotic. 100% Resistance as Balanced and 150/50% to a specialized resistance.
Lastly, for armor would be effect. This would work similiar to how Technologies worked for weapons, however they'd give each armor a little something different: Redundant Shield Generator, Health Regenerator... well you get the idea. I didn't put as much thought into armor as I did weapons.
However, imagine how unique your Shephard would feel if I was to get this WISH.
Modifié par WSPro17, 04 décembre 2010 - 05:42 .
#7232
Posté 04 décembre 2010 - 08:21
ME 2 was a great game and technically much better than ME 1. However, and this is critical, some magic and spark seems to have been flushed out, which is where the advice comes in for ME 3. I understand the need to make the game more compartmentalized, more streamlined and generally easier to pick up, but in creating ME2, the organic feel of the original, in pacing and explorative sense, have gone missing. Sure, DLC is simpler to add and it'll have been easier to lure Gears of War players in (truly, the combat is much more refined in 2), as testified by the "most people played as soldier" result in your poll, but the original was more about the actual story and collecting "loot", as well as the complexity of combat with tech and biotic abilities. Loot and story may be very traditional (or old fashioned) RPG elements, but it overall also felt like ME2 was like ME 1-Light in terms of story and dialogue complexity; there were no challenges in understanding the plot (or the Collector as an obvious Macguffin in this case) and no real complicated dialogue trees to sink the teeth into with big consequences. Streamlining is fine, but the game can be more than just an accessible shooter with a "good" narrative; too much is stripped here, a lot of people like collecting stuff and trying out kit, or looking for more than shooting. The games developers conference showcased the new improved way of development and design methodology, which has obvious advantages for timing, but it shouldn't really be noticed by the player outside of performance improvements. So, here are my requests and advice for ME3
- Return of the loot - make an autoconfig for those who don't want to deal with this
- Option to turn off helmet during play - inferno armor etc. is nice, but I can't see a face animation during dialogue and a kiss goes through the glass, really?
- Don't end levels with a mission report - it makes the world seem and feel like a collection of levels
- Reduce or remove load screens - again, levels feel, the first Half life already discarded these for a reason, even the elevators were better than these transitions
- Create a real narrative again, a real plot. The collectors were nothing more than a diversion vehicle to recruit people, everybody knows it and while it was ok for 1 game, we need a real driver for part 3 again
- Less party members, more difference, missions and depth per party member - we all know they're without sentimental value, because they can all die at the end and not show up in ME 3; that ruins the emotional investment after 1 playthrough!
- No total party death (well, unless ME 3 is really the last one)
- Remove the weapon "reload" --> the heat sinks were different and made the game unique in shooting tactics, now it feels like gears and uncharted
- Improve the music - ME 1 was just moodier for some reason, and scarrier, ME 2 often just feels safe and game-like, predictable
- Put more story in DLC - there's more than enough shooting, it's just boring at some point and makes me want to go through run 3 as a sentinel a lesser certainty than in ME 1- Add more biotic and tech powers and make them more different - now, so many fun powers are gone from part 1, and we're left with less options and often the same (admittedly balanced) options in a new guise per character, meaning characters don't feel all that different. Also, menus in-game are fine, don't dumb it down to suit the direct combat style- Return of the Mako - OK, it wasn't perfect, but the exploration is a whole lot better than scanning planets, and the hoover flyer just isn't fun to use (and again, we have real "levels" here, like a game), we need our off road wheels, like NASA did on the moon!
- Increase the immersion factor - having conspicuous spaces on the Normandy vessel where crew end up, the many segmented levels and so on, break the level of immersion. Remember Ferros - that area was full of surprises and it just continued long after I expected the area was cleared. This never happened in ME 2, even hub worlds like Illium, the Citadel, Tuchanka, and Omega feel disjointed, simply because they are conspicuously designed like a "coat hanger" for sub levels to latch on to. I understand the blue print from a design perspective, but make it less obvious to the player. The original Citadel and Novera felt like very big places, even though they were smaller than most of ME 2 hubs, which goes to show that something is amiss in the "feel" and "perceive" factor. ME 1 had something of an otherworldly feel to it, hopefully you can bring this back as well, ME 2 seems more formulaic, as if polished to hard towards a standard interpretation
- Increase the frequency of dialog, the challenge and mix it up with combat - samara's loyalty quest was a good start, but for the hard core followers, the challenge in compleing dialogue trees and finding depth there can be increased still, and mixed up. Now we have alternations of combat level, story level, combat level, story level etc. Again, it will feel more organic, real and immersive (in terms of associative believing) if the exploration element is brought back (loot, intel), and more complex combat would be intertwined with story elements - variety is the key here, it's too much endless shooting now- Return to Epic - while the game is bigger, it doesn't feel like that. It's hard to put a finger on what causes this, maybe the level-like structure that doses the experience in bite-size portions, or a lesser intrique in the plot, but we need that feel of scale to return; that feeling that the alliance is behind us (climactic in the Reaper destruction at the end of ME 1)
- Play some Batman Arkham Asylum and Metroid Prime 1-3 / Zelda - just to see how to make basic combat more interesting (free flow combat is very accessible, but hard to master) and really drive the plot progession on with objects and talents that drive access to new areas, it would fit ME well
Perhaps ME 1 was an "insane" experiment, an adventure as much for Bioware as it was for the player who could relate and be surprised on how events unfolded, while ME 2 is more optimised, streamlined, perfected, but also less engaging, more predictable, formulaic, segmented and less realistic. It would be good to see a balance next game, which appeals to the masses (possibly through extensive option settings), but also the RPG crowd. Final Fantasy 13 was stripped of everything that made it an RPG save the dungeon crawl which robbed it of many of its followers, ME 1 was an intelligent game, ME 2 better designed, now find a way to bring back the magic and perhaps bring some of the insanity of design back, like the development team for Heavy Rain.
I could write pages more on what I did like in ME 2, but that's another story. I feel very strongly for the series and wanted very much to let the developers know how they could improve, but regardless, the games all provide a unique experience
- Return of the loot - make an autoconfig for those who don't want to deal with this
- Option to turn off helmet during play - inferno armor etc. is nice, but I can't see a face animation during dialogue and a kiss goes through the glass, really?
- Don't end levels with a mission report - it makes the world seem and feel like a collection of levels
- Reduce or remove load screens - again, levels feel, the first Half life already discarded these for a reason, even the elevators were better than these transitions
- Create a real narrative again, a real plot. The collectors were nothing more than a diversion vehicle to recruit people, everybody knows it and while it was ok for 1 game, we need a real driver for part 3 again
- Less party members, more difference, missions and depth per party member - we all know they're without sentimental value, because they can all die at the end and not show up in ME 3; that ruins the emotional investment after 1 playthrough!
- No total party death (well, unless ME 3 is really the last one)
- Remove the weapon "reload" --> the heat sinks were different and made the game unique in shooting tactics, now it feels like gears and uncharted
- Improve the music - ME 1 was just moodier for some reason, and scarrier, ME 2 often just feels safe and game-like, predictable
- Put more story in DLC - there's more than enough shooting, it's just boring at some point and makes me want to go through run 3 as a sentinel a lesser certainty than in ME 1- Add more biotic and tech powers and make them more different - now, so many fun powers are gone from part 1, and we're left with less options and often the same (admittedly balanced) options in a new guise per character, meaning characters don't feel all that different. Also, menus in-game are fine, don't dumb it down to suit the direct combat style- Return of the Mako - OK, it wasn't perfect, but the exploration is a whole lot better than scanning planets, and the hoover flyer just isn't fun to use (and again, we have real "levels" here, like a game), we need our off road wheels, like NASA did on the moon!
- Increase the immersion factor - having conspicuous spaces on the Normandy vessel where crew end up, the many segmented levels and so on, break the level of immersion. Remember Ferros - that area was full of surprises and it just continued long after I expected the area was cleared. This never happened in ME 2, even hub worlds like Illium, the Citadel, Tuchanka, and Omega feel disjointed, simply because they are conspicuously designed like a "coat hanger" for sub levels to latch on to. I understand the blue print from a design perspective, but make it less obvious to the player. The original Citadel and Novera felt like very big places, even though they were smaller than most of ME 2 hubs, which goes to show that something is amiss in the "feel" and "perceive" factor. ME 1 had something of an otherworldly feel to it, hopefully you can bring this back as well, ME 2 seems more formulaic, as if polished to hard towards a standard interpretation
- Increase the frequency of dialog, the challenge and mix it up with combat - samara's loyalty quest was a good start, but for the hard core followers, the challenge in compleing dialogue trees and finding depth there can be increased still, and mixed up. Now we have alternations of combat level, story level, combat level, story level etc. Again, it will feel more organic, real and immersive (in terms of associative believing) if the exploration element is brought back (loot, intel), and more complex combat would be intertwined with story elements - variety is the key here, it's too much endless shooting now- Return to Epic - while the game is bigger, it doesn't feel like that. It's hard to put a finger on what causes this, maybe the level-like structure that doses the experience in bite-size portions, or a lesser intrique in the plot, but we need that feel of scale to return; that feeling that the alliance is behind us (climactic in the Reaper destruction at the end of ME 1)
- Play some Batman Arkham Asylum and Metroid Prime 1-3 / Zelda - just to see how to make basic combat more interesting (free flow combat is very accessible, but hard to master) and really drive the plot progession on with objects and talents that drive access to new areas, it would fit ME well
Perhaps ME 1 was an "insane" experiment, an adventure as much for Bioware as it was for the player who could relate and be surprised on how events unfolded, while ME 2 is more optimised, streamlined, perfected, but also less engaging, more predictable, formulaic, segmented and less realistic. It would be good to see a balance next game, which appeals to the masses (possibly through extensive option settings), but also the RPG crowd. Final Fantasy 13 was stripped of everything that made it an RPG save the dungeon crawl which robbed it of many of its followers, ME 1 was an intelligent game, ME 2 better designed, now find a way to bring back the magic and perhaps bring some of the insanity of design back, like the development team for Heavy Rain.
I could write pages more on what I did like in ME 2, but that's another story. I feel very strongly for the series and wanted very much to let the developers know how they could improve, but regardless, the games all provide a unique experience
#7233
Posté 04 décembre 2010 - 10:12
~ Customizable armour for companions.
~ Practical armour for companions
~ Practical armour for companions
#7234
Posté 04 décembre 2010 - 04:53
Suppressive fire squad command to improve your chances at moving between cover points. Combined with being fully out of cover being default more deadly.
#7235
Posté 04 décembre 2010 - 06:17
Mass Effect 3 should have
Lets start with the ship: Outside
You can upgrade normandy wiith everything u want i mean with colour, pattern, then all type of weapons shield armour sensors from other races.
Inside the ship
You can create own appartment every type of tv screens table or other items like sims style of building, then like sheppard said in me2 when is talking to jacob next normandy gets a bar that would be great and that garbage area on enginering deck must be clean all time Zaed as sanitary worker on his room hehe.
Then those bathrooms witch you cant use them make it you can use them to get ur sefl a ****** or bath whatever. "more fun you know". In the kitchen you can order food or eat dinner with your crew
and i notes that clock in captain corters u can listen a music also i want that to be to make own music in there an option here that you can put it on ship speakers and listen whenever yo want to listen, and i want to fly my self with normandy and also fire with ship on yojstik or keyboard on pirate badguys would be great to test that stuff.
Sheppard's team:
Should have more weapons any types, them more clothes outiftes trough head to the bottom +sunglasses also on sheppard and i want to lose his armor suit when u go to the citadel or omega to do some buisniss u know to choose what u will wearing civilian or buisniss clothes with sun glasses on or normal ones that would be so cool if you ask me.
and i want Michael hogan (captain bailey as your XO like on battlestar galactica cause this guy is a damn good actor.
Worlds
Landing on Earht ofcourse turian homeworld also, you can driving araund with flying cars like on gta
+more mission from the conucil or c-sec more universe to explore and do some buisniss with other criminals or you can go bounty on them
That is all i want to be on ME3
Keep at the good work with games Bioware!! Happy new year to everyone !
Lets start with the ship: Outside
You can upgrade normandy wiith everything u want i mean with colour, pattern, then all type of weapons shield armour sensors from other races.
Inside the ship
You can create own appartment every type of tv screens table or other items like sims style of building, then like sheppard said in me2 when is talking to jacob next normandy gets a bar that would be great and that garbage area on enginering deck must be clean all time Zaed as sanitary worker on his room hehe.
Then those bathrooms witch you cant use them make it you can use them to get ur sefl a ****** or bath whatever. "more fun you know". In the kitchen you can order food or eat dinner with your crew
and i notes that clock in captain corters u can listen a music also i want that to be to make own music in there an option here that you can put it on ship speakers and listen whenever yo want to listen, and i want to fly my self with normandy and also fire with ship on yojstik or keyboard on pirate badguys would be great to test that stuff.
Sheppard's team:
Should have more weapons any types, them more clothes outiftes trough head to the bottom +sunglasses also on sheppard and i want to lose his armor suit when u go to the citadel or omega to do some buisniss u know to choose what u will wearing civilian or buisniss clothes with sun glasses on or normal ones that would be so cool if you ask me.
and i want Michael hogan (captain bailey as your XO like on battlestar galactica cause this guy is a damn good actor.
Worlds
Landing on Earht ofcourse turian homeworld also, you can driving araund with flying cars like on gta
+more mission from the conucil or c-sec more universe to explore and do some buisniss with other criminals or you can go bounty on them
That is all i want to be on ME3
Keep at the good work with games Bioware!! Happy new year to everyone !
#7236
Posté 04 décembre 2010 - 08:05
ME3 must have: *recruit able KROGAN TWINS* hnhnhn
#7237
Posté 04 décembre 2010 - 08:10
Ok, this might have been said before, but eh:
I would like to see more development for Love Interests and relationships. One of the major problems with the ME series (And DAO for that matter) is that the LI ark (If you can call it that) pretty much ends with sex or an intimate moment. You spend the entire game trying to get into someone's pants, pretty much.
Specifically, it would be cool to see:
- Missions related to whoever you're in a relationship with, that can also effect the story. (If need be.) These missions could either bring the two closer, or further apart depending on Shepard's actions.
-Would be cool to have the ending tie up with whoever you have a relationship with.
-Preferably, there shouldn't be sex. I mean, sex is in the other two, you don't have to bang someone in every game. If there is, don't put it at the end, and don't make it the final resolution to the relationship. Since ME3 is the end of the trilogy, it should focus more on Shepard's relationship with (Insert name here), not with a developing relationship, unless it's a new relationship (I'll get to that later.)
- All characters you could have a relationship with in ME2 should come back in some way if you romanced them. It would be kind of lame if you spent time in ME2 romancing someone just for them to disappear on you in ME3.
And here's some of the things I would and wouldn't like to see in ME3:
-Too much streamlining is a bad thing. I loved what they did with the combat in ME2, but it did feel like they took a lot away from the RPG element. If they could find a better balance between an RPG and a shooter, that would be cool.
-Don't add pointless fluff. What I mean by this is, don't add something like space combat or the Mako if it isn't important, or if it's not going to be polished and fun. The last thing I want to do is get bogged down by silly things if it isn't going to have a point or polish.
-Of course, I would like to see a large amount of different endings. I have a feeling this is Bioware's plan, but I am a big supporter of multiple endings.
- No new romance options. There's already enough romancing going on in the first and second, so the third one should either focus on existing romances or not at all (that is if you haven't romanced anyone from the first or second)
-Seeing Tali's face is optional, but I am curious as to how the Quarians look. I'm not going to get all mad if we don't see it, though.
-A bigger world would be nice, but what would be just as good, if not better, is more explorable places. Such as Earth, or maybe Asari space or something.
Can't think of anything else that hasn't already been said.
I would like to see more development for Love Interests and relationships. One of the major problems with the ME series (And DAO for that matter) is that the LI ark (If you can call it that) pretty much ends with sex or an intimate moment. You spend the entire game trying to get into someone's pants, pretty much.
Specifically, it would be cool to see:
- Missions related to whoever you're in a relationship with, that can also effect the story. (If need be.) These missions could either bring the two closer, or further apart depending on Shepard's actions.
-Would be cool to have the ending tie up with whoever you have a relationship with.
-Preferably, there shouldn't be sex. I mean, sex is in the other two, you don't have to bang someone in every game. If there is, don't put it at the end, and don't make it the final resolution to the relationship. Since ME3 is the end of the trilogy, it should focus more on Shepard's relationship with (Insert name here), not with a developing relationship, unless it's a new relationship (I'll get to that later.)
- All characters you could have a relationship with in ME2 should come back in some way if you romanced them. It would be kind of lame if you spent time in ME2 romancing someone just for them to disappear on you in ME3.
And here's some of the things I would and wouldn't like to see in ME3:
-Too much streamlining is a bad thing. I loved what they did with the combat in ME2, but it did feel like they took a lot away from the RPG element. If they could find a better balance between an RPG and a shooter, that would be cool.
-Don't add pointless fluff. What I mean by this is, don't add something like space combat or the Mako if it isn't important, or if it's not going to be polished and fun. The last thing I want to do is get bogged down by silly things if it isn't going to have a point or polish.
-Of course, I would like to see a large amount of different endings. I have a feeling this is Bioware's plan, but I am a big supporter of multiple endings.
- No new romance options. There's already enough romancing going on in the first and second, so the third one should either focus on existing romances or not at all (that is if you haven't romanced anyone from the first or second)
-Seeing Tali's face is optional, but I am curious as to how the Quarians look. I'm not going to get all mad if we don't see it, though.
-A bigger world would be nice, but what would be just as good, if not better, is more explorable places. Such as Earth, or maybe Asari space or something.
Can't think of anything else that hasn't already been said.
#7238
Posté 05 décembre 2010 - 12:17
Ok Bioware....here's the bottom line....Please...Mass effect 1 was a gem of a game....mainly for the atmosphere and story and...welll everything....except that the shooting aspect needed improvement.
Mass effect 2= deep characters (too many actually), Awesome shooter mechanics, intense action, BUT....you lost the whole Mass Effect vibe. The music wasn't that type of 80's space opera vibe you went for in the 1st game, it was like a mission impossible movie....you know? Bring back subtle music on the Nromandy....that plays with your imagination as you wander the halls, planning your next move to fight the Reapers....I felt like ME2 was barren without the music!
Mass effect 2= deep characters (too many actually), Awesome shooter mechanics, intense action, BUT....you lost the whole Mass Effect vibe. The music wasn't that type of 80's space opera vibe you went for in the 1st game, it was like a mission impossible movie....you know? Bring back subtle music on the Nromandy....that plays with your imagination as you wander the halls, planning your next move to fight the Reapers....I felt like ME2 was barren without the music!
#7239
Posté 05 décembre 2010 - 12:27
First of all, the role-playing elements needs a boost. While ME1 feelt like a fairly reasonable mix of RPG and shooter, ME2 feelt more like 80% shooter and 20% RPG. I want more skills and i want xp for killing enemies etc.
The main story was pretty weak in ME2 so that is definitely an area where they need to improve. I liked that you had to recruit (almost) all of the party members. I also liked that they all had a personal quest. But wouldn't it be possible to have both this and a strong main quest?
Another problem i had with the game was that i feelt it lacked a strong antagonist with atleast some personality. We need a Saren or Loghain sort of antagonist in ME3. It dosn't even need to be the main antagonist as long as the character plays a larger role.
Basically, i was happy with the new party members. They were all fairly interesting, heck i would even say they were terrific if you compare them to what most games can boast about but the same could be said about ME and DAO. But i missed my old crew and i'm sad most of them didn't play any significant role in the second instalment. Obviously, this include Shepards love interest from the first game aswell but i asumme this was simply a means to make the writing easier in ME3.
Finally i would like to see lots of different endings, depending on your actions in all 3 games.
The main story was pretty weak in ME2 so that is definitely an area where they need to improve. I liked that you had to recruit (almost) all of the party members. I also liked that they all had a personal quest. But wouldn't it be possible to have both this and a strong main quest?
Another problem i had with the game was that i feelt it lacked a strong antagonist with atleast some personality. We need a Saren or Loghain sort of antagonist in ME3. It dosn't even need to be the main antagonist as long as the character plays a larger role.
Basically, i was happy with the new party members. They were all fairly interesting, heck i would even say they were terrific if you compare them to what most games can boast about but the same could be said about ME and DAO. But i missed my old crew and i'm sad most of them didn't play any significant role in the second instalment. Obviously, this include Shepards love interest from the first game aswell but i asumme this was simply a means to make the writing easier in ME3.
Finally i would like to see lots of different endings, depending on your actions in all 3 games.
#7240
Posté 05 décembre 2010 - 12:35
I guarantee...mark my words..."The Reapers will be either cloning a human or controlling a human that can rival Shepard, to fight, and lead the Reapers back into the galaxy." They were OBSESSED with Shepard. They wanted Shepard for their own experimentation. Harbinger even wanted the Collecters to preserve Shepard if possible. SO, now that Shep has proved to be a liability than a near asset to the Reapers....why not use a human against him. Let's face it. The Collecters were NOT sufficient enemies. The focus of the enemy was permeated throughout all of those meaningless soldiers.
They are going to focus on a single entity this time. And I'm just saying...I wouldn't be surprised if they created a human....a sort of perfect being....organic/robotic breed that was ready to get the job done.
They are going to focus on a single entity this time. And I'm just saying...I wouldn't be surprised if they created a human....a sort of perfect being....organic/robotic breed that was ready to get the job done.
#7241
Posté 05 décembre 2010 - 02:13
What about a system to send operatives (Cerberus? Your own crew? Shadowbroker people?) out on assignments. Assignments could provide new technology, open dialogue options, provide resources and money, or more. Similar to sending your assassins around in Assassins Creed Brotherhood.
#7242
Posté 05 décembre 2010 - 02:16
Holo Disguises.
#7243
Posté 05 décembre 2010 - 04:32
I thought the idea of building your assassins group in brotherhood was a nice idea then I beat the game and was trying to figure out just why I was managing them they and by they I mean 4 people came into the main quest only once to actually help beyond that I summon them to distract people they didn't need to go on quest, get leveled up because they did only 1 assignment with me the whole game a nice idea but they turned out to be useless....if they did this in ME3 like send Garrus with Legion and Samara on a mission you are too busy to go to they come back fail or succeed they not only level up and do better with each other when they go ground side with you but maybe their missions effect other outcomes in the world? Also how assassins did the success rate of the away missions was mission requires x amount of xp to win it so I send as many assassins as a need to to combine equal the mission parameter xp they always win I hope they keep the random success/ fail ratio they've already established via SB content if they do implement the whole send squad mates on mission in 3.
#7244
Posté 05 décembre 2010 - 05:49
The trailer for ME 1 showed an attack on Noveria with an incoming distress call - Shepard denies it to set a new course to Caleston.
Tough decisions right?
So how come content like this never made it to Mass Effect 2?
What happened to that version of Mass Effect?
It seemed like Mass Effect 1 and Mass Effect 2 are completely unrelated games.
I'm Wishing for ME3 to have this content.
IT'S WHAT DEFINED MASS EFFECT TO BEGIN WITH.
so why the hell isn't it there now?
I don't think I'll even buy Mass Effect 3 if Bioware forgets what made it an amazing game to play to begin with
Tough decisions right?
So how come content like this never made it to Mass Effect 2?
What happened to that version of Mass Effect?
It seemed like Mass Effect 1 and Mass Effect 2 are completely unrelated games.
I'm Wishing for ME3 to have this content.
IT'S WHAT DEFINED MASS EFFECT TO BEGIN WITH.
so why the hell isn't it there now?
I don't think I'll even buy Mass Effect 3 if Bioware forgets what made it an amazing game to play to begin with
Modifié par CPT Eightball, 05 décembre 2010 - 05:50 .
#7245
Posté 05 décembre 2010 - 06:01
- 4 or 5 new squadmates
- ability to choose our ME/ME2 squadmates
- Epic cinematics and space battles
- more political decisions
- ability to choose our ME/ME2 squadmates
- Epic cinematics and space battles
- more political decisions
#7246
Posté 05 décembre 2010 - 06:58
I'd definitely want it to be darker.
#7247
Posté 05 décembre 2010 - 07:53
GET RID OF THE DAMN CLIPPING!!!
Nothing immerses you in the game like the Illusive Man smoking a cigarette through his chin.
And don't come up with some BS story about how Shepherd loses all his stats/skills. Just keep my transferred character at the same level he was at the end of ME2.
Nothing immerses you in the game like the Illusive Man smoking a cigarette through his chin.
And don't come up with some BS story about how Shepherd loses all his stats/skills. Just keep my transferred character at the same level he was at the end of ME2.
#7248
Posté 05 décembre 2010 - 08:13
I don't care how many times it's already been said, but what I really want is for at least one ME2 squadmate to be recruitable again. I don't care who it is, so long as they're back. I solved their daddy issues and pulled them out of the Collector Base alive. They owe me. No cop-outs just because they happen to die in one out of five saves, Bioware!
#7249
Posté 05 décembre 2010 - 09:36
New Weapon / armor upgrade loot/ressource system stats/skill customization
1- Salvage ressource from ennemies instead of scaning planet
2-Add more weapon/armor customization like ME1 system wihtout inventory system Buy new weapon addon with ressource you salvage and then select whatever upgrade and weapon like we do on ME2
3- Bring back the character stats system of ME1 with a AUTO LEVEL option like DA origin for player who doesnt like little detail
4-Customize squadmate apperance like we did in ME2 for Shepard
1- Salvage ressource from ennemies instead of scaning planet
2-Add more weapon/armor customization like ME1 system wihtout inventory system Buy new weapon addon with ressource you salvage and then select whatever upgrade and weapon like we do on ME2
3- Bring back the character stats system of ME1 with a AUTO LEVEL option like DA origin for player who doesnt like little detail
4-Customize squadmate apperance like we did in ME2 for Shepard
Modifié par BloodyWereWolf, 05 décembre 2010 - 09:38 .
#7250
Posté 05 décembre 2010 - 11:08
Please make better romance scenes, like the ones in Mass Effect 1. I know that there have been some issues with this, but we also know what happened to the journalists who bashed Mass Effect, so I don't think that it will happen again when Mass Effect 3 comes out.
And make more armour parts and more weapons. I saw how much artwork you did on armour and stuff for Mass Effect 2. It would have been cool if this whole stuff actually was in the game.
And, my most important point (I know I said this before, but I don't know if I expressed myself understandable): Make Charm and Intimidate abilities, independant from Paragon or Renegade.
Mass Effect 2 was brilliant, was this was the biggest fall-off to Mass Effect 1 and it bothered me very much.
And make more armour parts and more weapons. I saw how much artwork you did on armour and stuff for Mass Effect 2. It would have been cool if this whole stuff actually was in the game.
And, my most important point (I know I said this before, but I don't know if I expressed myself understandable): Make Charm and Intimidate abilities, independant from Paragon or Renegade.
Mass Effect 2 was brilliant, was this was the biggest fall-off to Mass Effect 1 and it bothered me very much.
Modifié par yagharek, 05 décembre 2010 - 11:08 .




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