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Scarecrow’s Compendium of Proposals to BioWare for Mass Effect Gameplay Improvements (UPDATE 2)


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#276
Andaius20

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Switching to an overheat would at the very least punish me personally because it would force me to fire much more slowly and encourage me to stick with a single weapon. (If I tried to keep playing the way I do now, I would run out of thermal clips and be stuck with the ploddy overheat mechanic.) I can only speak for myself of course, but I would prefer firing a variety of weapons quickly to firing a single weapon slowly. I suspect there are a lot of other players who would feel the same, even ones who say they want a hybrid system now.



See I don't think you would. for example If the overheat bar equaled the clip sizes you have now you would in effect be gaining ammo every time you ducked into cover and aren't shooting. You'd be ejecting clips at the same rate. With the hybrid system you only gain the ability to choose to use a clip for faster recovery or wait for the heat to dissipate and keep your clip for later.

You also now have the option to Use the weapon your most comfortable with as much as you want as the situation calls for to you personally. Since under the hybrid system the clips would be really universal. IT would also have the added complexity of managing your weapons ROF to conserve clips or go all out and spend them perhaps regretting it later.

#277
Soruyao

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Andaius20 wrote...


Switching to an overheat would at the very least punish me personally because it would force me to fire much more slowly and encourage me to stick with a single weapon. (If I tried to keep playing the way I do now, I would run out of thermal clips and be stuck with the ploddy overheat mechanic.) I can only speak for myself of course, but I would prefer firing a variety of weapons quickly to firing a single weapon slowly. I suspect there are a lot of other players who would feel the same, even ones who say they want a hybrid system now.



See I don't think you would. for example If the overheat bar equaled the clip sizes you have now you would in effect be gaining ammo every time you ducked into cover and aren't shooting. You'd be ejecting clips at the same rate. With the hybrid system you only gain the ability to choose to use a clip for faster recovery or wait for the heat to dissipate and keep your clip for later.

You also now have the option to Use the weapon your most comfortable with as much as you want as the situation calls for to you personally. Since under the hybrid system the clips would be really universal. IT would also have the added complexity of managing your weapons ROF to conserve clips or go all out and spend them perhaps regretting it later.


This is exactly what I'm saying shouldn't happen.  I do think the game should sometimes force you to use a weapon you're not completely comfortable using.    Being pushed a little out of your comfort zone is the best way to improve at the game.

In an overheat system, people will use nothing but the weapon they think is the best weapon all the time, even if their favorite weapon doesn't happen to be the best weapon.

#278
Andaius20

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The rock paper scissors system will help with that. An example I too played a infiltrator as my main shep. First run was on hardcore then a new game + on insanity. I really liked the Carnifx for taking out mid/close range Armored Targets. However Stuff like Krogan and Vorcha could take your entire ammo supply if you got unlucky with there regen powers. I'm had times where a Vorcha would use it's full health regen in between reloads and it would take like 7 rounds from the Carny to kill them so your reload would leave them in a sliver of health and they would regen to full before you should shoot again. Since I could basically only use the hand cannon for one or two enemies I was forced to use the Tempest for a job it wasn't ment to really do. Kill armored enemies at Mid range Just because of the stupid ammo system. It was not fun slowly squeezing off 5 round bursts and watching only 2-3 hit most of the time and having to duck undercover to regen shields and watch the health go back up again. I've also had to unload like 3-4 clips into charging Armored Krogan to kill them with the tempest.



It's not fun to be arbitrarily limited due to a bad game design. I say if the player thinks the situation calls for a heavy pistol he should be able to use a heavy pistol. You would soon learn that your HP isn't very good at taking down shields when you actually fight something with shields and it's harder then if you swapped to your SMG to take them out. Things like having the shields regen so single semi auto shots take much longer then a series of quick hits. Along with damage modifiers swapping weapons for best efficiency would be good motivators.

#279
Soruyao

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Andaius20 wrote...

The rock paper scissors system will help with that. An example I too played a infiltrator as my main shep. First run was on hardcore then a new game + on insanity. I really liked the Carnifx for taking out mid/close range Armored Targets. However Stuff like Krogan and Vorcha could take your entire ammo supply if you got unlucky with there regen powers. I'm had times where a Vorcha would use it's full health regen in between reloads and it would take like 7 rounds from the Carny to kill them so your reload would leave them in a sliver of health and they would regen to full before you should shoot again. Since I could basically only use the hand cannon for one or two enemies I was forced to use the Tempest for a job it wasn't ment to really do. Kill armored enemies at Mid range Just because of the stupid ammo system. It was not fun slowly squeezing off 5 round bursts and watching only 2-3 hit most of the time and having to duck undercover to regen shields and watch the health go back up again. I've also had to unload like 3-4 clips into charging Armored Krogan to kill them with the tempest.


First of all: Incinerate stops health regen.  Second of all:  Cryo ammo on the tempest freezes the vorcha/krogan quickly, which makes it way more efficient in finishing off the enemy with some small bursts or even melee.

If you never ran out of ammo with the carnifex, you'd never have any use for other abilities and strategies like this that help you conserve ammo.    If you sit there trying to kill a vorcha with the SMG with disruptor ammo, you are doing it wrong and should struggle because of it.

I can tell you I never struggled against krogans or vorcha on my infiltrator.  SMGs were actually one of my main ways to kill charging krogan, even.  Cryo ammo ftw.

It's not fun to be arbitrarily limited due to a bad game design. I say if the player thinks the situation calls for a heavy pistol he should be able to use a heavy pistol. You would soon learn that your HP isn't very good at taking down shields when you actually fight something with shields and it's harder then if you swapped to your SMG to take them out. Things like having the shields regen so single semi auto shots take much longer then a series of quick hits. Along with damage modifiers swapping weapons for best efficiency would be good motivators.


They might be okay motivators for players who are creative anyway, but unless you make it so that heavy pistols/snipers don't do damage to shields at all (for example), players will continue to use their favorite weapon in all situations even where it's a bad idea.

On an easy difficulty mode, this is fine.   Let players play however they want on casual mode. On insanity, if you don't play well, you should fail and die.   Players should be forced to be careful and use their skills creatively to survive.  If you waste your heavy pistol against a shielded target and you need it against a ymir mech later, you should die, because you failed.

#280
Andaius20

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Image IPB

Thats what My Main shep looked like after beating the game on Hardcore. As you see I don't have Cryo. I also used my power fairly often. But still ran into those moments. Mostly because of the restrictive Ammo count on the Heavy Pistols. Combined with my sometimes moving my super sensitive gaming mouse every time I hit the button so shots carefully lined up for the head would go astray. :P
What I'm trying to get across is if the player thinks that the situation calls for X gun they should be able to use it.

From what your describing it sounds like your just forcing everyone to play with "your rules" especially with that "your doing it wrong" comment. Not everyone is going to have the same choices as you did or fight the same way you do. Thats why I didn't like ME 2's combat as much. It had more ridged rules and lots more forced choices.

I think making say a non shield breaking weaon take 2-3 times as long to brea ka defence would be plenty of modivation. A charging Krogan basicly demands an Anti- armor weapon or's your in trouble.

Modifié par Andaius20, 28 février 2010 - 05:48 .


#281
Soruyao

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Andaius20 wrote...


Image IPB

Thats what My Main shep looked like after beating the game on Hardcore. As you see I don't have Cryo. I also used my power fairly often. But still ran into those moments. Mostly because of the restrictive Ammo count on the Heavy Pistols. Combined with my sometimes moving my super sensitive gaming mouse every time I hit the button so shots carefully lined up for the head would go astray. :P
What I'm trying to get across is if the player thinks that the situation calls for X gun they should be able to use it.

From what your describing it sounds like your just forcing everyone to play with "your rules" especially with that "your doing it wrong" comment. Not everyone is going to have the same choices as you did or fight the same way you do. Thats why I didn't like ME 2's combat as much. It had more ridged rules and lots more forced choices.

I think making say a non shield breaking weaon take 2-3 times as long to brea ka defence would be plenty of modivation. A charging Krogan basicly demands an Anti- armor weapon or's your in trouble.


So what you're saying is that you completely ignored an entire skill and then suffered in situations where that skill would have come in handy?  Did you really need those last 3 points in AI hacking, for instance?

I mean, lets look at a really exaggerated example of this.  What if someone went up on the forums and said they were a soldier that was using nothing but concussive shot and was complaining that insanity mode was too hard.   This player is playing the way they want to play, but game mechanics are making it so that he is not successful.  Should this player be able to complete the game easily while ignoring all of his other skills and the fact that he has guns, or should he be forced to L2P and use all the tools in his belt?

In any game, there are strategies that work and strategies that won't.  There will always be people who want to use the strategies that don't work.  These people should have to work harder than the people who use the right strategies because otherwise there is no learning curve.   A game developer should make sure that strategies that use a variety of skills/weapons in the right situation should be superior to strategies that use the same ones all the time, because those strategies take more skill. (Or at least knowledge.)

In other words, players who play in a way that is skillful and varied should be more successful than players who use "spam" tactics and use the same weapon all the time.  It's more interesting to watch players like this, and it's much more rewarding to be a player like that.

#282
Octorox

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 I agree with many of the OPs ideas and commend him for his efforts. There is one thing I would like to touch upon however, and that is the inventory/loot/upgrade system. It has immensely bothered me that in both Mass Effect games that:

A.) looting is essential
B.) looting is considered a neutral action, when it involves stealing the possessions of others, raiding homes and facilities, and stripping fallen enemies

What I would like to see is for looting to become a Renegade action (maybe just 2 or 3 points per loot) and for alternatives to exist for Paragon players. These alternatives would involve:
A.) Friendly relations with vendors, opening up exclusive stocks and deals that could provide rare upgrade contracts that replace the need for powerful drops. This would involve purchasing a lot, chatting them up, providing regular endorsements, and doing other tasks. There could be alternative "black market" vendors for Renegade players that will buy stolen/looted goods (legit vendors only buy/sell legitimately obtained research contracts)
B.)Selling minerals and/or research projects. This would be an alternative to looting credits as a way to earn them. The OP's proposed mineral system would tie in quite well with this.

I also have a proposal for weapons, which is probably controversial, but is similar to ME2s armor system. My proposal is: 1 weapon per type, 1 sniper, 1 shotgun, 1 AR etc. I know this sounds crazy, but hear me out. Instead of Bioware providing you with multiple weapons, you make your own. Through bringing in or purchasing contracts you can gain access to new heatsinks, scopes, barrels, etc. that will modify the stats of your gun. Somewhere on the ship, you can create your own custom configurations which you can name (name your gun!) and also modify paintjobs etc. just like armor. Then, when you load out or access a weapons locker, you simply pick one of your premade configurations. This effectively gives you all the diversity of ME1s gun types with the simplicity and easy management of ME2s system. This also makes research more useful because instead of "shotgun damage 2/5" you actually get an upgrade that makes your gun look and feel different.  I always thought upgrades that just make your weapons incrementally "better" but not "different" were pointless.
Also, because you can now buy and sell research contracts, you only need to procure minerals to get upgrades that YOU want and dont have a long list of unneccesary upgrades waiting at your terminal.

My 2 cents

#283
Andaius20

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I put those AI hacking points in for Legion's Mission. Before going into the omega 4 relay. I never really found Cryo to be all that helpful really. I had Mordin with max cryo bast to do all my freezing anyway so it was just a waste of points to me at the time.
Most of your targets would just fall down behind cover anyway. Once I had the widow and using disruptor ammo I did one headshot kills even if the enemy had shields. (The Mercs) So never had any real problems. The fighting was never very hard I'm trying to say that there is plenty of times I would have perfered to use certain guns (HP's at certain ranges)but was forced to use other less efficient guns because of the ammo limits.

Again the way your explaining things seems to me  like being forced into one method of play instead of having a range of options that are all viable.

Modifié par Andaius20, 28 février 2010 - 06:29 .


#284
Soruyao

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Andaius20 wrote...

I put those AI hacking points in for Legion's Mission. Before going into the omega 4 relay. I never really found Cryo to be all that helpful really. I had Mordin with max cryo bast to do all my freezing anyway so it was just a waste of points to me at the time.
Most of your targets would just fall down behind cover anyway. Once I had the widow and using disruptor ammo I did one headshot kills even if the enemy had shields. (The Mercs) So never had any real problems. The fighting was never very hard I'm trying to say that there is plenty of times I would have perfered to use certain guns (HP's at certain ranges)but was forced to use other less efficient guns because of the ammo limits.


Except you said yourself that there were moments you struggled because you ran out of ammo in your heavy pistol (The one that has high damage balanced around low ammo capacity!) and then struggled against enemies with regenerating health.  These are exactly the situations in which having cryo ammo would have been the most useful.   If you agree that those times were a problem, you agree that having cryo ammo would have helped you in your playthrough.

Again the way your explaining things seems to me  like being forced
into one method of play instead of having a range of options that are
all viable.


Are you really telling me you think every strategy in the game should be viable?   Should a soldier who never uses guns be viable?   Should an infiltrator who never uses cloak be as viable as one who does?   Should a shotgun adept be viable?  Some strategies have to be worse than other strategies on harder difficulty modes or else your difficulties are not actually hard.

Modifié par Soruyao, 28 février 2010 - 06:54 .


#285
Scarecrow_ES

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I'll field that last question Soruyao... should every strategy be viable? Yes. Absolutely. This is an RPG, which means developing a character to specialize in a certain type of gameplay, and becoming so good at it that it allows you to deal with any situation. It's the reason we have skill trees. It's the reason we can choose different weapons. It's the reason we gain experience points. It's the reason we choose our squadmates at the beginning of every mission. Never in an RPG should you EVER be forced to play the game a certain way to be effective. If there was only ever one right combination of skills and tactics by which a player could succeed in a game, then why present him with any other options at all?



"Players should be forced to be careful and use their skills creatively to survive."



Now, you said that Soruyao, and I couldn't put it any better myself. This is EXACTLY the arguement for my system that I've been leveling. Under the current system, as you've pointed out, only a certain set of tactics and gameplay actions are catered to. Because of the ammo system and it's gearing toward automatic weapons... because of the severe limits on semi-automatic weapon ammo... because of the strict gameplay balancing of weapon effectiveness... regardless of player choice, they are funneled into one specific gameplay formula. Players should not only be FREE to act creatively in terms of how they play the game, but should be ENCOURAGED to do so by design - this is echoing your own sentiment. Again by your own sentiment, the current system does NOT allow for that.



"Players should be forced to be careful and use their skills creatively to survive." That is exactly what my system allows for. I'm not going to FORCE a player to use different weapons because the ones he wants to use run out of ammo halfway through a fight. I'm going to encourage him to use other weapons by allowing him to approach battles creatively without punishing him for choosing a strategy he likes. If you give players a lot of options, you give them the ability to find their own path. Some individuals are going to immediately find that their path means using many powers at in a way that takes advantage of each's specific strengths. Some individuals are going to find that their path means using a very select group of powers repeatedly regardless of what the situation might call for because they've mastered how to put those select powers to good use. If either path allows the player to succeed, then who is to say either path is wrong?

#286
theburnstar

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I think an important point to make (which Scarecrow is doing very well, just not in these words) is that at the end of the day, we play games to have fun. Some people have fun through defeating a difficult challenge, other people have fun through channeling a 'role'. Maybe that role is the deadly sniper, picking their foes off without being seen, in which case being forced to fall back to a SMG because said sniper ran of out shots breaks that role clean dead.



I would propose a nice, simple fix. Change ammo counts, or even game mechanics based on difficulty. On Insanity, you have less spare ammo, so you are forced to be more picky with your shots. Or difficulties above Veteran increase the cool-down time, making you shoot slower to take advantage of it.



Just because we have different ideas of what's fun doesn't mean we have to force the other side to play 'our' game. I daresay we're all in this together, after all.

#287
Scarecrow_ES

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In a way, Burn, the game already does change based on difficulty by giving enemy units access to abilities they would not normally have on lower difficulty levels - such as health regeneration, shield boosts, etc. In essense, these individual "buffs" have certain strategies that are more effective than others in defeating them. For instance, as mentioned before, enemies with health regeneration can be dealt with more easily using elemental attacks. Certain ammo types work better against certain defenses. Realistically, this rock-paper-scissors system helps to emphasise for players that using certain options against certain problems will yield better results. A player could plug away at an enemy with armor and health regeneration using the same weapon loaded with the same ammo (the "wrong" combinations), and would kill the enemy, but would take more time and use far more ammunition than if he had used a specific weapon/ammo/power combination. Using the "right" combination would result in a less difficult battle, more health/ammo left over at the end of the fight, etc.



As discussed above, having such a rock-paper-scissors system in place should already offer enough incentive to the player to use specific tactics if the ones he'd normally pick are not working for him. There is, of course, no need to force the player to use those tactics/weapons/powers, especially if that player has already discovered other tactics that work for him. I'm glad you're in agreement about that, Burn. You do the RPG community proud, and I thank you for adding your point of view to the discussion.

#288
Jazharah

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wth, still not re-stickied?

STAAAAANLEEEEEYYYYYY!!!!!

#289
Andaius20

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Except you said yourself that there were moments you struggled because you ran out of ammo in your heavy pistol (The one that has high damage balanced around low ammo capacity!) and then struggled against enemies with regenerating health. These are exactly the situations in which having cryo ammo would have been the most useful. If you agree that those times were a problem, you agree that having cryo ammo would have helped you in your playthrough.

I would have never had the problem if I could have put down more accurate fire from my pistol however. Most of the time I solved such problems in one of two ways. Continued to plunck down bursts as they moved up. Or Used T.C. and moved up to unload the SMG on them from point blank if possible. Most of the fustration came from flat out running out of ammo for the "Perfect" weapon for the job.


Thank you Scarecrow, Thats what I was trying to get at. :) Nicely said.

Also Jazh, appearently this thread is too similar to the ME 3 Wishist thread to be stickied.

Modifié par Andaius20, 28 février 2010 - 09:26 .


#290
Poison_Berrie

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Scarecrow_ES wrote...
I'll field that last question Soruyao... should every strategy be viable? Yes. Absolutely. This is an RPG, which means developing a character to specialize in a certain type of gameplay, and becoming so good at it that it allows you to deal with any situation. It's the reason we have skill trees. It's the reason we can choose different weapons. It's the reason we gain experience points. It's the reason we choose our squadmates at the beginning of every mission. Never in an RPG should you EVER be forced to play the game a certain way to be effective. If there was only ever one right combination of skills and tactics by which a player could succeed in a game, then why present him with any other options at all?

I agree to a certain extent. There should be several ways to deal with a certain situation. However there should not be unlimited ways to deal with situations. The system in place in ME2 could use more flexibility, but if you are going to take out shields with a Heavy Pistol you should feel the consequences. Right now it's that you run out of ammo, in a hybrid system you need something more than hiding until it cools down or pop a clip.
There should be flexibility in how you can take down an enemy (and his defenses), but not every tactic should be viable and encouraged. 

#291
Andaius20

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The consequences should be that you'll get overwhelmed faster if you don't take down the enemy quickly. Also loss of equipment like Medi- Gel for team mates that get gunned down. However the AI is a big stopper on that one. As they don't flank, charge, or really change tactics/ use powers that would dig you out. They seem to have pre-determined attack patterns. So if you take out the chargers they will never send out more so you can just plink away without fear. The remaining enemies will play whack a mole with you until dead.

#292
Poison_Berrie

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As a result of this discussion I have come up with a nice addition to the game.

Let's show a weapons damage against each of the defenses. For the sake of clarity let's name them:
Force is the damage vs. health
Penetration is the damage vs. armor
Disruption is the damage vs shields/barriers

Now let's divide modifications for weapons in two categories. Global and specific.
Global modifications are researched and give bonuses to all weapons of the same type (pistol, SMG's etc...).
Specific modifications are ones you put on a specific weapon. They improve certain aspects (at the cost of others), most of which also effect your damages.
For example increasing the rate of fire comes at the cost of accuracy. It adds to Disruption.
Another one would be the Power-Rail, which increases Penetration and Force at the cost of more heat (less ammo per clip) and a lower rate of fire (which effects Disruption).
The cost of a modification are a way to keep ME2's system of having one weapon not inherently better than the other, as would a limit on how many mods can be added (2-4 seems like a good number).
Other stats would have to be more apparent as well.

Modifié par Poison_Berrie, 28 février 2010 - 06:30 .


#293
yuncas

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[quote]Scarecrow_ES wrote...

I'll field that last question Soruyao... should every strategy be viable? Yes. Absolutely. This is an RPG, which means developing a character to specialize in a certain type of gameplay, and becoming so good at it that it allows you to deal with any situation. It's the reason we have skill trees. It's the reason we can choose different weapons. It's the reason we gain experience points. It's the reason we choose our squadmates at the beginning of every mission. Never in an RPG should you EVER be forced to play the game a certain way to be effective. If there was only ever one right combination of skills and tactics by which a player could succeed in a game, then why present him with any other options at all?

quote]


werd.

Modifié par yuncas, 28 février 2010 - 10:43 .


#294
Soruyao

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Scarecrow_ES wrote...

I'll field that last question Soruyao... should every strategy be viable? Yes. Absolutely. This is an RPG, which means developing a character to specialize in a certain type of gameplay, and becoming so good at it that it allows you to deal with any situation. It's the reason we have skill trees. It's the reason we can choose different weapons. It's the reason we gain experience points. It's the reason we choose our squadmates at the beginning of every mission. Never in an RPG should you EVER be forced to play the game a certain way to be effective. If there was only ever one right combination of skills and tactics by which a player could succeed in a game, then why present him with any other options at all?


Okay, I hear where you're coming from, but I counter with this: You say that because this is an rpg, every strategy should allow a player to be successful, even on the hardest difficulties.  Now, based on what you know of my personal favored strategy, to pick the best weapon for a job and then fire as fast as possible until it isn't the best weapon for the job any more or I'm out of ammo, do you think that your system would allow me to be successful without forcing me to change the way I play?

Here's a scenario for you.  I'm playing ME3 on insanity on launch day.  All of your changes came true exactly as you explained them.  I fight the blood pack and fire really quickly to take out a pack of vorcha, burning through all my clips.  Suddenly I'm fighting some krogan and I have no clips and I overheat all my weapons and get killed.   Then lets say I go on the forums and rage a little.    The first reply reads "Lol!  L2P.  Space your shots out, noob!   Maybe you're not skilled enough to play on insanity."

Indeed, for your system to work, thermal clips would have to be much less common, effectively reducing my ammunition by 1/2 or even 3/4ths.    Of course, I'd never end up in a situation like that, because I'd know about the change in advance and modify my playing to adapt to the change, just like I adapted to the current change.  The hybrid system would eliminate the way I like to play as a viable strategy, which is exactly what you say you don't want to happen.

"Players should be forced to be careful and use their skills creatively to survive."

Now, you said that Soruyao, and I couldn't put it any better myself. This is EXACTLY the arguement for my system that I've been leveling. Under the current system, as you've pointed out, only a certain set of tactics and gameplay actions are catered to. Because of the ammo system and it's gearing toward automatic weapons... because of the severe limits on semi-automatic weapon ammo... because of the strict gameplay balancing of weapon effectiveness... regardless of player choice, they are funneled into one specific gameplay formula. Players should not only be FREE to act creatively in terms of how they play the game, but should be ENCOURAGED to do so by design - this is echoing your own sentiment. Again by your own sentiment, the current system does NOT allow for that.

"Players should be forced to be careful and use their skills creatively to survive." That is exactly what my system allows for. I'm not going to FORCE a player to use different weapons because the ones he wants to use run out of ammo halfway through a fight. I'm going to encourage him to use other weapons by allowing him to approach battles creatively without punishing him for choosing a strategy he likes. If you give players a lot of options, you give them the ability to find their own path. Some individuals are going to immediately find that their path means using many powers at in a way that takes advantage of each's specific strengths. Some individuals are going to find that their path means using a very select group of powers repeatedly regardless of what the situation might call for because they've mastered how to put those select powers to good use. If either path allows the player to succeed, then who is to say either path is wrong?


In order for a game to have difficulty and a learning curve, there -has- to be right ways of doing things and wrong ways of doing things.  If you name any game ever made, there are strategies that simply will not work.    In super mario world, a player who has a strategy that doesn't include jumping will not even clear the first level.   In final fantasy seven, a player who does not use materia will struggle MUCH more than a player who does.  In fallout 3, someone who refuses to use vats and play like it's a FPS will have a much more difficult time than a player who uses vats.  (I tried to do that for awhile, it was very painful.)

The harder a difficulty level is, the more stringent it's strategy requirements are going to be.   On normal mode for instance, a soldier who uses nothing but concussive shot and melee might actually be able to complete the game.   (Albeit very slowly.)   On insanity, it's very unlikely, though I suppose it's still technically possible.   In halo 3's campaign, on easy or normal mode, you can run into enemies and kill them all with melee.   On legendary, this isn't a viable strategy because you die if you try to do that.    In world of warcraft, you can have a group of people who haven't invested in the talent tree for the role they're providing and succeed only in easier low level groups.  In higher level 5man groups and raids, you die very quickly if your healers/tanks/dps aren't specced as healers tanks and dps.

You say that every strategy should be viable, and I agree that this is true in a sense.  At least, it is more true the lower your difficulty setting goes.  However, as long as insanity mode is hard, then there will be right and wrong ways of playing.   The important choice that falls to the game design team is about which strategies should be viable.  I argue that a player who uses a variety of weapons is putting more effort and thought into the way they are playing than a player who only uses one, and should therefore be more successful.

One more super important point I want to add to this: The gaming community is lazy.  They do everything they can do to avoid thinking, challenge, and effort.  Lets say we have two strategies, one complex and one simple.   For instance: lets take a classical wizard class who has an array of elemental attacks.  Lets say his fireball does half damage to fire type targets and double damage to water type targets, while his water ball does double damage do fire and half damage to water targets.    Many players will use fireball even against water targets, and they will clear the game this way if at all possible.  Then they will go on the forums and complain that the wizard class was boring (if they were successful), or weak (if they weren't).

I can point to several examples of this happening with ME2, including the fact that the community pretty much spits on anyone who says they use cryo anything or adepts who use anything other than warp.

I think better game design (assuming we're making a challenging game) would be to make fireballs heal fire targets, and water balls heal water targets.   Then, the player is forced to actually think in elemental terms to complete the game.  They will use an entire repertoire of skills instead of just one and in the process of putting more effort and thought into the game, I argue that they will get more out of the game in return.  On top of that, they will clear every fight twice as fast and the combat won't seem so slow and boring!

(Incoming runon sentence!)  If challenging difficulty limits the number of successful strategies in a game by nature/design, and players have a tendency to stick with a simple and ineffective strategy, and those same players will then complain that the game/class is boring, then it's the game designer's job to make sure not only that complex and interesting strategies are superior to spammy and simple ones, but also that spammy and simple strategies are so much less effective that the community will tend to avoid them.

I feel the ammo system accomplishes this, almost.  Rock paper scissors balance has heavily encouraged players to swap their weapons around a lot, however because ARs and SMGs aquire ammunition about twice as fast as they should, players have the opportunity to use nothing but them.  (Then they complain the game is simple and boring.)   I feel that the hybrid system would be a step in the other direction because it would make simple and spammy play (using one weapon for everything) even more viable.   Players will ignore all their other weapons and then complain that insanity mode is boring.

On an aside, I also think people will always try and hold on to their thermal clips if they're rare, because they'll always worry that they'll need them even more in the next fight.  This is a trap I'm more likely to fall into myself.  I'd tend to ignore them unless absolutely forced to use them in order to never be put in a situation where I need one and don't have one.

Modifié par Soruyao, 01 mars 2010 - 01:53 .


#295
Scarecrow_ES

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I'll start with Poison. Just because all strategies are VIABLE doesn't mean that each strategy will meet with varying degrees of success. A player will always work more effectively if he adheres to the basic tennets of gameplay. In a rock-paper-scissors system, it's always going to be smarter to face a scissors situation with a rock solution. That's going to yield the quickest and most effective results. But what if we also allow the player to specialize in a multi-pronged scissor attack? Would such an attack be as effective as a rock attack? No, certainly not, but surely it WILL win out. Might the player struggle in some situations by NOT using the rock solution every time a scissor situation comes up? Certainly... but through that struggle he's either going to learn to make better effect of the tactics he has at his disposal, or he'll be forced to experiment and learn new strategies. The gameplay experience really pulls that all out.



I do agree, wholehearted Poison, that the game could have done a MUCH better job emphasising what tasks and situation certain weapons were geared for. Having some sort of breakdown glyph for each weapon (and possibly attack powers) showing relative effectiveness against certain targets and defenses might strike home to players the idea that he'd do MUCH better using THIS weapon or power in THAT situation. Simply putting the general strengths or weaknesses in a text blurb that most players won't read does little to drive these points home



Soruyao. While thermal clips WILL be less common in my system, I think you have the impression that you won't have access to many at any given time. You certainly won't be finding clips laying on the ground randomly at the end of a big fight (or mysteriously spawning at specific locations during the middle of one), but finding them stashed in pre-determined spots during levels should be no more problem than with medi-gels, to use an existing example. I just wouldn't expect to fill up from empty to capacity after every fight if you're going to be gung-ho every time an enemy runs on-screen.



As far as your ammo-carrying capacity, the balancing process will ensure that players begin each mission with enough ammo-capacity on them to get through battles, and the firefights themselves will have to be balanced to challenge the player but also allow them to get through with clips reserved as long as they don't go crazy with the spraying. The number of clips on-hand for players shouldn't be too low or too many. The exact amount will depend on how many shots from a given weapon it should take to deal with a given threat.



If we give the basic assault rifle a 30 round to overheat capacity, and it takes 10 rounds to deal with a basic "smart" threat enemy (one without protection who's smart enough to seek cover), taking into account repositioning and cooldown break times while targeting or taking cover, he could reasonably deal with a few basic enemies before he even reaches his first overheat. If he can take his time, wait for good shooting opportunities, work on good positioning, etc, it might be possible for him to get through most low-intensity battles without using any, or at the most very few, clips.



On the opposite end, facing a dozen rushing husks, he's sure to have to throw as much lead as he can, and so he's sure to go through a few at least, if not nearly all of his clips if he chooses to use the less powerful automatic weapons. One of the great things about my system is the sheer flexibility of balancing. So many factors come into play.



How many shots before a weapon overheats. How many shots the weapon gains back due to cooling per unit time. How much damage a weapon can do against health (organic or synthetic), shields, armor, and barriers. Accuracy, range, rate of fire. How many clips a player can carry. How many clips a player will find during a mission. The number and type of enemies presented in each battle. The smartness, intensity, and tactics of enemies presented in each battle. Hell, right down to the type and position of cover and the overall layout of a battle arena. Everything can be tweaked to ensure that each combat scenario a player gets into he can get out of. There are vastly more options for balancing in my system than the current one.


#296
Scarecrow_ES

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Now, onto some other issues Soruyao and I are more in agreement about. Clearly though all options are viable, some will be more effective than others, and I agree with you completely that on higher difficulties especially, players who completely ignore those tactics which are bound to be more effective in a given situation are going to have a more difficult time. I take this as a part of the learning curve, though, and is one of the greater wonders of higher gaming difficulty. However, simply because the developer has designed gameplay in such a way that certain tactics will be more effective in certain situations does not mean it is prudent to thus LIMIT gameplay to only those tactics which will work, and FORCE those tactics on the player.



You're absolutely right, the gaming community is lazy, and I would argue that a large majority is always looking for the easiest way out. "This is too hard, I might actually have to think to get through it. I can't just mash buttons and win!" I completely echo your sentiments on this! I don't condone a developer pandering to this laziness, however. I believe in giving the player a set of options, presenting him with a challenge to get by, and telling him to figure a way to get through. If only we ever slap a player in the face with the solution just so he'll be able to get through without much difficulty, I think that does an injustice to the player, and compromises the integrity of the game.



No, let the player figure it out, I say. If he insists on continually choosing a strategy that he can't seem to succeed with, and then insists on coming to an internet forum to complain that he's incapable of finding a proper solution despite being presented with numerous options that will get him through, we as a community deserve the opportunity to openly mock that person. When a developer chooses to pander to this person at the expense of the community at large, it's a crying shame. In a way, I think that's what's happened.



You and I agree COMPLETELY on much of what you've said there. But I think you're leaning heavily on the crutch of forcing the right decision on the player, while I'm taking the opposite approach. You're worried that in my system, a player might be reluctant to try other weapons, powers, or tactics if a player finds one that works for him, or simply one he'd much prefer to use even if it isn't the most effective. I will tell you with all sincerity that I feel this is a distinct possibility within my system.



However, I will also say with all sincerity that I feel this is an acceptable risk that comes with giving players the option to play as they choose. Some players will inevitably choose to play in a way that limits their effectiveness or their experience of the available breadth of gameplay. I would not consider such a thing to be a detraction from my system, as I feel the opposite end of that spectrum would also now hold true - that in giving players choice... a greater variety of possible tactics to use, more players would be apt to experiment or push beyond the narrow-minded field they may have started with. This is also a great possibility that comes with my system, and opens the door for players like yourself.



And yes, I actually HOPE that players would be smart enough, under my system, to hold onto thermal clips for when they might actually need them, and find ways to avoid using them unnecessarily. I don't want to FORCE a player to play smartly, but we're certainly going to reward him for doing so. The balance should be just forgiving enough to allow you to get through a tough series of fights even if you're using the wrong weapon heat strategy, but punishing enough (especially in the early missions) to drive the point home that if you're not playing smart you're going to struggle through some of the more intense fights.

#297
Scarecrow_ES

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As an additional note, while I'm thinking about it...



I actually think that the difficulty setting will have a lot to do with how often a player is going to have to burn through thermal clips to get through a fight. As the difficulty goes up, enemies get greater health and access to protective systems they might not have on lower difficulties. They'll also become more aggressive. As a result, a player is likely to be presented with a greater number of scenerios for which a thermal clip swap becomes more necessary, and the player will also find that choosing the right strategy to deal with the presented problem becomes more important.



The practical gameplay result, I think, will be that on lower difficult settings, it will be far easier to play without having to resort to themal clips, or if the player chooses, to rely on them more often without experiencing the dread of being without them in a pinch. Thus I think that the easier the setting, the more able a player is to play in a distinct ME1 or ME2 manner, at his individual preference.



As the difficulty increases, however, a player should start finding that if he burns through his clips as soon as he gets them, firefights are going to become a lot more tense. By the time he gets to Insanity, hopefully he'll have learned that playing smart is the way to go. Again, rewarding smart play without completely punishing "dumb" play. Of course, in my little universe, the increase in a game's difficulty isn't determined in any way by how much more difficult it is for a player to wrestle with a poorly implemented gameplay feature. (Playtest! Playtest! Playtest!)

#298
Andaius20

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nice posts Scarecrow! :) I also agree with that, only in the lower difficulties would a player have the luxury of extensively using inefficient gunplay or power usage. The higher you go the more and more important working the system would be. Like using the "right" weapons to take down defenses like you see in ME 2 now. Also finding those combo's of abilities like you mentioned before soruy, will be all the more important as your getting into less and less forgiving situations.

Modifié par Andaius20, 01 mars 2010 - 10:30 .


#299
Ballinasloe

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As far as party member armors, I agree to a large extent that it is unnecessary to give them the same armor options we have for Shepard, and managing armor pieces and upgrades for up to 10 part members can become tedious. At the same time, though, it is not enough to be given access to only 2 outfits which are little more than texture swaps, with no change in properties. It’s not likely we’d need more than a handful of outfit options for each character (perhaps no more than 3) – and certainly the mix-and-match approach is not necessary – but each outfit should use different architecture, appear different in more than just color scheme, and should endow unique bonuses in a similar fashion to our own armor suits (like the Terminus, Inferno, or Collector armors available to Shepard) to the party members who wear them. This allows us to outfit our party in ways that not only greatly affect their appearance, but provide meaningful enhancements to their abilities."



I disagree in part. Fully customizable armor for each party member gives the Role Players some of that customization they are missing in ME2. If we can add and subtract pieces that actually change the stats and can repaint the armor like we can do Shepards that would be awesome.




#300
Scarecrow_ES

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But would it really be that awesome? Think about it realistically. In ME1, you had squadmates that came from a wide variety of backgrounds, but nothing so wide as what we see in ME2. In ME1, it made a decent amount of sense for squadmates to wear similar types of armor - after all, you were on an Alliance vessel. The only armor choice at the time that didn't make much sense was Liara, and of course since everyone else was wearing military-type armor, why shouldn't she?



But your party members for ME2 come from all over. Would it make much sense to see Jack or Samara wearing mil-spec armor? Do you really think you could ever get Jack into a set without passing a sedative into her food first and dressing her while she's passed out? Jacob would fit the mil-spec concept, but Thane, or Legion? No.



ME2 does right in that it gives your squadmates a style that fits them. Unfortunately, Many of the outfits they wear make no sense in the context of gameplay, While I wouldn't expect Jack to push one toe into mil armor, you'd think she'd have the sense to suit up into some sort of protective suit for hazardous environments, for example. If done right, your squadmates should have a casual outfit for the ship, as you have, and a few outfits with different augmentations that all look very different and offer different advantages, much like the non-N7 DLC suits do for Shepard.



Of course, like many people have already said, we need to fix the helmet issue - ie full helmets remaining equipped even in non-hazardous or non-combat situations, and this would also apply to squadmate outfits. If genuinely desired, I suppose since the system is already in-place, we could give players a small number of palette options for squadmate armors so that they might be able to choose from some prechosen color-schemes. But beyond that, I think it's extremely unneccessary to give squadmates the same types of armor options as the player character.