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


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#326
Gemini1179

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Haven't been reading this thread for a while, so this has probably already been mentioned, but to solve the 'left over skill points' issue, why not be able to continually gain xp, and hitting new xp thresholds grants 1 squad point, even though you don't "level up".



In ME2, it's 1000xp per level, which is fine IMO the way the game works, but after you hit lvl 30, why not grant SP's based on every next 5k xp or something.

#327
arberry01

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Great Job! You addressed all my concerns as well. I just hope the boys (and girls) at Bioware do not just see this as ****ing, but people who really like the game and want to see it improved. Bioware's created a wonderful universe to explore and flesh out. It'd be a shame to see it thrown on the woodpile after only three games. Think "Thieves World" guys, same universe other stories.

#328
Annihilator27

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Did this get unsticky recently?

#329
Gemini1179

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@above: It never really felt like it was properly stickied for any length of time.



Addendum to my above request: Purchase Squad Points with EEZO! You can retrain your powers and add a power with Eezo, why not have a "Prototype" that unlocks after lvl 30 requiring 25k (or something) eezo to purchase more Squad Points.

#330
Scarecrow_ES

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I wouldn't say, Poison, that it's a sense of entitlement. At least not for me. I played over 300 hours of the original Mass Effect. Multiple playthroughs in multiple classes and two level 60 characters. I enjoyed very much what BioWare gave me. Not everything was perfect, but it was the type of game I would gladly have purchased again if I had been given the chance to do it all over. I've been a great supporter of the game since it was released. It was me, and the many like me, that made Mass Effect the popular game it became.



Now, when BioWare made the sequel, they didn't make it for those of us that supported their first one. Not for all of us who bought it and loved it. No, they made it for those that hated the first one, or wished it was a different game. A series should grow from title to title. The developer should be free to expand and highlight features that work, fix features that don't, and infuse new features into the mix that take the series to the next level. I'm all for that. But sequels of a series are not really the place for instituting gameplay that radically alters the nature of a series. Noone seems to take too kindly to a Final Fantasy game that is all about button-mashing action and platforming. I doubt a Call of Duty card battle game would do very well either.



The thing I find remarkable is that so many people will look at a sequel that is essentially the same gameplay as the game it's following with myriad improvements and say that the game is not nearly as good because it doesn't differ greatly from the original. Take BioShock 2 for example... I loved the first, and booting up the sequel felt just like stepping back into a city I had grown to love. But reviewers all said "this all just feels too familiar." What's that supposed to mean? Shouldn't it feel familiar? I mean it's the same series that takes place in the same exact environment, and the one it's based on was only the game of the year nominee for just about every organization that comes up with one of those awards.



I can't imagine hearing a reviewer say "wow, this is just like the original Mass Effect, except everything that sucked is good now, and everything that was good is that much better. This is the worst day of my life." Yet, that seems to happen.

#331
Guest_Sgt.Budsky_*

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Sgt.Budsky wrote...

First time poster here!

Given that this is a forum, I have the luxery of being able to edit my post willy nilly. So if I post inaccuracies it's only a small effort to rectify that error, in any case... based on what I've seen posted by people in the first few pages (I then skipped to the final page), I think everyone supports the idea of:




More interaction with crew members




More customization of armour and weaponry (akin to Mass Effect 1, not referring to the problem of amassing 1000's of items ready for melting down)




Removeable Helmets (or moveable faceplate when conversing or drinking)




Significant Normandy Upgrades (demonstrating the Normandy's awesomeness beyond it's ability to survive a few dogfights)




No To Ammo (the introduction of Ammo seems like a backwards step)




Static NPC/Dialouge (everyone seems to agree that NPC's need to wander around a bit, even if only a few feet and back so they aren't rooted to the spot)




Seeing Tali's Face (some might say they aren't interested, but that's a lie. Everyone that's played either game is curious on what Quarians look like under their windscreens... I mean helmets) 
To a lesser or divided extent, people seem to favour or oppose the idea of:




Mako Revisit (personally, it was quite the novelty the first few playthroughts of ME1 but I do not miss the Mako, others feel differently and are quite right to wish it back if they enjoyed it)




Paragon/Renegade Diplomacy: (some people don't like what one person dubbed the "instant-conversation win"  button, I love it)




Variety Of Weapons (I might not have as keen a eye as the next person but the differences between the ME2 weapons, barring heavy weapons, seemed very subtle, whether your going for a wide or tight selection of military hardware at least make a clear defined difference in what you pick)




The Music (I'm listening to "Two Steps From Hell - Heart of Courage" right now and the only reason I knew about it was because of the launch trailer 'which is awesome'. I don't support either party that wants the ME1 music to return or stay where it is)




Intimacy Scenes (everyone that calls themselves a Mass Effect fan knows about the controversy that exploded over a certain scene in ME1, whether or not the radically mild scenes in ME2 is a result of that controversy is subject to much debate. Some people suggest looking up porn for such fixes, I say they 'the developers' should try and bring back the sensuality and emotion that was demonstrated in ME1 'and absent in ME2 with the exception of Thane' and enhance it, one pre-suicidal mission romp isn't what I'd call "Achieving the Romantic Subplot" if that's as far as it goes)




Resource Collecting (has GOT to go! Or at least that's how majority feel, some enjoy it, offered alternatives or suggestions for improvement, that or simply said "make it better". I'm on the Against side on this one, as Commander Shepard and 'though no one has said it' messiah of the human race and soon all other races s/he should be able to delegate such tasks to the crew or his/her current affiliated group 'Alliance/Cerberus'. For all the enthesis on Cerberus's expansive resources, you'd think The Illusive Man would've opened his wallet a bit more to help Shepard in the final leg of the game other then saying "Good Luck")




Researching... Stuff (ties into the above point in some aspects, assuming Mordin 'or some sorry replacement' returns to the normandy to help with research some people think it should be a gradual thing or that resources can be directed to finalising a research project to completion)




Volus/Elchor Teamates? (it's been suggested by numerous posters and Bioware may just add a small segment in where you have to escort one of these aliens to a place of safety-NO!! BAD BIOWARE!! As Volus cannot even run without having something on par with an asthma attack and Elchor having pretty much everything about them explained by it's ambassador in ME1 it doesn't offer much more character development on that front. Vorcha and Batarian team mates wouldn't really work, Vorcha are too damn stupid... Batarians on the other hand, if Tali can work alongside Legion then it isn't completely that far fetched... I'm skeptic though)




Multiple Relationships (now this was being mentioned more and more around page 4 onwards I think, BioWare curbed that by only allowing Shepard a relationship with one crew member at any one time and forcing them to break up with one to pursue another, obviously people want a method to go behind one members back to have nookie with another or to just have them ignore your evident affections for someone else entirely, admittedly I tried having my Femshep flirting with everyone possible on first playthrough. Didn't get far and I'm indifferent on this aspect)




Playing as a different character (playing as "that other person" near the end of ME2 was a nice surprise albeit short, I feel the reason for this was to mix things up a bit but also not to confuse players on one fact. This is Shepard's story, the Mass Effect story is centered around this person and their actions on the galatic stage, that's why you can't import your save to ME3 if you die. BioWare have infinite possibilities to bust out another saga where you play as a Varren or what have you but for one that's played ME1, carried their Shep to ME2 and then to ME3, would you really want to play as something else after establishing such a history for your own Shepard? I believe that playing as one of the squad members even briefly would horribly detract from that history you made and make Shepard unspectacular... which is bad considering the amount of hours players spent refining him/her. Just my thoughts)




Mini Games/Skills (I liked the bypass/hack system in ME2, never quite understood why you'd need a mini game to pitch a beacon/flagpole by a gold deposit in ME1, however as one person suggested it was a good touch to need another squad member trained in such things to help with that, as skilled as Shepard is, s/he isn't living in the Matrix where required skills are uploaded upon needing them)




Melee Weaponry (it wouldn't be the most terrible thing if BioWare added a katana'esque weapon in ME3 to satisfy all those ninja nuts)




Powers: The scope is powers definately needs to be expanded, a choice of either a "powerful"specific strike or a "lesser power" broad attack isn't exactly unique, especially when there's another squadmate or two that can do the exact same thing, one unique power per squad mate was a nod in the right direction though.
[/list]Now it's time for my suggestions and thoughts on the above... more so:
Crew Interaction: I felt disappointed and annoyed when playing ME2 that beyond four interactions with individual crew members they were always cleaning an engine or checking calibrations, no one is going to be doing that for as long as Tali and Garrus said they were. Assumption: BioWare made Mass Effect 2 in a manner hoping it'd attract additional gamers, however to get full enjoyment you'll still need to have played Mass Effect 1 to get the full story on things, places, people etc. There's simply not much they talk about as it seems everything one would need to know was explained in the first game.

I'd love to be able to board the Normandy one time, go to Armoury to talk to Jacob and go "What...? Where the heck is Jacob?" go down the next floor and ask for example 'Miranda' if she's seen Jacob at which point she'd either say no or "I think I saw him down on the engineering floor". Upon going down to the engineering deck and searching around you'd find Jacob and Jack going at it like jack rabbits or at the least playing tonsil hockey. (i know right?) As I stated above how BioWare seems to want to make it a clear point that the game is centered around you/Shepard, that doesn't mean that the other characters aboard your ship have nothing better to do then fiddle with their control panel. Or being able to go to the mess hall and play "Doctor" with Mordin or target practice with Thane, even compete for someones affection with another crew member though I'm not sure who would furiously fight to win Jacks attention from you. Even being able to talk to squad mates about other squad mates (to either praise or redicule them). A big plus for having a squad mate suddenly burst into a small rant during a mission rather then having to push an "A" button to hear them... which may or may not at times be overridden by a nearby volus merchant or snobby asari on her iPhone 3000.

More customization of armour and weaponry: I keep thinking of Army Of Two's level of weapon customization and feel that it's unique because that's AOT's trademark, Mass Effect needs something to call it's own, not take something and alter it... or just simply take it and give it a different name (anyone ever heard of bullet time?). I believe there CAN be a middleground between ME1 and ME2 as far as armour and weapons customization goes, my idea would consist of already having 'x' amount of customized parts from the start and then through the research panel progressively upgrade them. So you won't get stuck melting down items for 30 minutes every 60 minutes and you still get to customize each squads armour/weaponry to your desired specifications. An additional research project could be to increase the amount of customizable parts available or simply purchase the extra "slot" from a vendor or.. something, so if your squad number exceeds parts available you'll have some squads with standard make items. A nod from me in being able to just stroll around town in casual clothes (or extended wardrobe, femshep in high heels... what the?) with but a pistol, makes players on edge on whether something may happen when they are completely exposed. This has NEVER happened in ME or ME2 aside from when a certain someone tries to seduce you, need more situations like that but not always forcibly.

Removeable Helmets: I always thought it was funny (if only a little) how I'd get Shepard punch drunk at a bar by splashing booze on her full face visor/windscreen. Can s/he not just push a button to prop open the front or take it off for such situations? I mean if your going to a bar and going to have a drink, you'd obviously be comfortable taking your helmet off... or pouring it down a nutrient tube. Still... a little detail that lots of people have noticed and wish tweaked. Why go through the trouble of motion capturing Shepards facial expressions if players are likely to have a tinted or completely hidden helmet 98% of the time? Assumption: Animating this particular feature is tediously complicated or was overlooked.

Significant Normandy Upgrades: This could be taken in two different ways, since you play as Shepard who is not a pilot, it's not extremely important that the upgrades that you purchased for your ship don't get much spotlight since it's someone else that puts them to use... once. Got a bit cynical there, I support people when they say it'd have been a nice touch to see the upgrades put to more practical use instead of having their first field test when literally going into the belly of the beast, eye of the storm, gates of hell... whatever you want to call it. Given how often you actually see the normandy (and how long those sights are) I don't see a feature to customize the Normandy's paintjob being a practical addition. Nifty, but a tedious project to undertake and develop for BioWare depending on how they do their cutscenes.

No To Ammo: Ideally keep the overheat function and also keep ejectable heat sinks to assist avoiding said overheat, fire for longer by throwing in new heat sinks, weapons overheat faster when you can't throw in a fresh heat sink, forcing you to spray and pray less but not leaving you sniffing the battlefield for heat sinks despite your accuracy.

Static NPC/Dialouge: Evidently, Mass Effect's programming differs from the likes of Oblivion in that people are stuck where they stand, I don't think I've seen a single NPC move their legs, at least... none that you could interact with without being in a cutscene. Also, I don't think anyone has said it but... day/night transitions. It'd be nice to have some scope of just how many days pass during gameplay, I got a message from a would-be thug from Omega that I saved from getting eventually killed by Garrus and he sent me a lovely message saying he had spent the next few days getting drunk out of his mind. To me it didn't even feel like a day had past, even though it'd definately take more then 24 hours to assemble Shep's team, do their loyalty missions, do sidequests, do the main quests, go through the Omega 4 relay AND destroy their base.

Seeing Tali's Face: You wanna see it, I wanna see it... I theorise that they are all bald, have bloodshut eyes, toothless gums and incredibly pale skin, worst case scenario. That's how I looked after playing ME2 all night the first day I got it, without the baldness or toothless gums, I certainly didn't look pretty.

Mako Revisit: I'm not shedding any tears for the Mako, that was done on the Normandy Crash Site Add-On, I'm reserving judgement of the Hammerhead until the DLC comes out, obviously.

Paragon/Renegade Diplomacy: I love this feature, it is odd how you'll get a flashing button on your screen without knowing what your about to do exactly considering it is for all intents and purposes "you" who is doing it. A small text saying "Punch" "Comfort" "Tickle" "Vomit" would be handy, I pretty much got the idea of what Shepard was thinking of doing everytime it came up, minus a few Paragon choices (Punching Zaeed in the face was Paragon?).

Variety Of Weapons: Subtle changes (if you 'BioWare' are not going to venture back into individual weaponry customization) could be a case of Weapon A: Good range, Good Accuracy, Bad Damage to Weapon B: Excellent Range, Bad Accuracy, Excellent Damage to Weapon C: Good range, Bad Accuracy, Good Damage over the classes of pistols, SMG's, rifles etc. Heavy Weapons being the usual case of: Excellent range, various accuracy, Staggering Damage.

The Music: Refer to previous mention of music, again.. still listening to "Heart of Courage" and I've been spending what feels like an hour and a half writing this post.

Intimacy Scenes: Obviously no one should expect to take what they see in videogames and use them in the real world and expect postive results, especially with intimate things. BUT that's the wonderful thing about videogames right? We don't have to irk at the thought of approaching whoever and being shot down, though a lot of people I know would probably immediately and literally gun down the person that rejected them... in game that is. It's a novelty people (us gamers) enjoy, turning Shepard into a real gentleman or a sleazy lounge lizard. As far as the real intimate scenes go, I'm not expecting nor overly desiring something of the likes seen in Farenheight (push up on thumbstick to... you know... go in and down to..Image IPB) but perhaps a more emotional experience after the deed to allow players to metaphorically see into the souls of the characters you 'BioWare' have developed. Pillow talk and such, really hear what the character has on their minds, if Shepard "performed" well, (based on paragon 'sensual' or renegade 'rough' :P), what might be troubling them or have players brace for some teary ephiny that'll spawn half a dozen internet comics that have people laughing out of their seats. Also, it'd be nice if Shepard can let his/her guard down and be the one that gets support rather then being the pillar of strength for everyone else. Saving the world "twice" would take a lot out of someone, maybe some cutesy shenanigans like throwing a grape at your LI so they can try and catch it or vice versa. Maybe I'm looking too far into this now?

Resource Collecting: I wouldn't be saying anything that hasn't already been said at least once, having Shepard be the one to collect resources isn't something the commander of the ship should be charged with doing. As far as the gameplay in ME2 goes if he wants to survive he'd be wise to find as much as possible but it'd be a step in the right direction to make the player really feel like they are in the boots of a Commander beyond mere title, delegate such things to minions.. I mean crew. It'd add an rpg element still, you can direct what you want resources put into amongst other things, maybe even add features that affect crew morale, like how often they can take breaks or how long they must remain at their posts... obviously don't make it as god damned tedious and difficult despite our best attempts to keep the crew (not including main characters) happy as similar games with this feature. If you must insist on keeping the resource collecting then use it in a fasion that the more probes you deploy the quicker resources come in rather then one ''cash'' injection per resource deposit found.

Researching... Stuff: Refer to above segment, from one easy to use console you can direct what resource you want mined and where you want said resource to go. Do you want it delivered to key planets to establish better planetary defenses? Put towards improved Normandy armaments? Upgrade crew armour or weaponry? Put it in some bizzare bank account that's backwards transferrable? (The next ME3 character you start gets the resources your previous ME3 deposited... because that makes sense *cough*)

Volus/Elchor Teamates? A novelty to be sure, along with a Vorcha or Batarian teamate. It just doesn't make sense, however one of the new characters (surely they'll be at least 1 new ME3 squadmember) having a pet Varren would be interesting, assuming the damned team AI is fixed and the Varren doesn't take cover thinking it's got a gun.

Multiple Relationships: Now I didn't really think this point was very significant but it's been mentioned several times so why not put my 5 cents in? If BioWare can make it evidentally a morally debauched choice for the player (it's obvious to the player that doing this is wrong) to "share" themselves with as many squad mates as possible then I'm all for it, but if the characters dismiss this tidbit completely then that'd just be silly "You smell like Jacob, so how was breakfast Shepard?"

Playing as a different character: As I said earlier, it'd detract from the main protagonist that is Shepard, if your not happy playing as the character you've developed all the way from ME1 (which will be a sizeable effort come ME3) then you've obviously developed him/her the wrong way (or in part due to however BioWare allow you to portray Shepard in ME3), like most other RPG's, the game drops the ball when you play as another character other then the main protagonist because the game simply isn't centered on Thane or Garrus or whoever it is you may want to play as (or a custom asari stripper succubus thing), course that's just my thought based on previous games that did this. 

Mini Games/Skills: If a racing mini-game is added in I'll scream. If it's not a lynchpin of the game it is almost always cheesy and mediocre. The hacking mini game used in ME2 was a nice touch, I definately think the skills list needs to be expanded and have a look over, many times I found myself with many squad members that had 1 or 2 squad points left over but unable to spend them because there was nothing else that cheap... so the "Squad" tab was always blinking. Grr! I don't think the specific weapons skills should be brought back (in the extra 2% per dot sense, extra abilities with that weapon sure!)

Melee Weaponry: Let's face it, an asari commando with biotic power up the wazoo warping her way towards you with a shiny impaling object aimed at your lungs would inspire fear in your typical gamer, if nothing else then a small 2-hit combo via pistol whip to the face then kicking them in the ass as they spin around would be GREAT! If BioWare is going to add some blood into this (beyond the small "plah!" of blood from grevious bodily bullet wounds) then a Vorcha grabbing hold of you and gnawing into your neck wouldn't be bad either. A QTE to knock the damned thing off or you could just stand there while it tears chunks out of your jugular. It'd also be a great panic effect next time you encounter a Husk hive (if hive is the right word), one husk grabs you while the others swarm and wail on you.

Powers: A clear define difference at 4th level, still within the context of it's name (a Pull won't turn a Blue Suns merc into green goo) but noticely different as well as remaining a tactical choice. Given that squads no longer randomly remark on surroundings like they did in ME1 on the citadel they need something to make them more unique (Thanes trenchcoat is awesome, but it's not enough). Perhaps a power that is really unique to that character. (The loyalty powers were somewhat unique, but having to gain Zaeeds loyalty so he'll be inclined to use inferno grenades doesn't make much sense... even though your not meant to apply logic in videogames. A new profound sense of loyalty will inspire them to achieve greater heights, Shepard took the time to do them a service, the other characters should opt to unlock their hidden potential)

Additional Notes: As someone mentioned earlier, your LI becoming one of the famed "hard tough decisions" in a ME game would be awesome. A certain Batarian group (lead by Balak..... bastard) could snag your LI and use him/her to bargain or demand something off Shepard, the dramatic gut wrench people might feel for choosing the greater good over their love interest would be very surreal (unless your one of those people that can make all the morally evil choices in Mass Effect.. which in saying that, you'd probably save the LI anyway or say something like "I'll find another one"). Also, being able to have an additional squad mate (for a total of four) would be handy. Though after seeing the environments of ME2 it may not be practical, only so much cover can be used while still mounting an attack, on the other hand if you are docked on say Illium or Omega it'd be GREAT to say to your crew (and/or squad mates) "We are going to the bar/dance club, who wants to come with?"

And having people approach to offer their thanks or criticism for all the deeds you've done, there's no accurate information to suggest where ME3 will be picked up from. I have a hypothesis (or maybe theory would be a better word) that it'll take place 4-5 years after events of ME3. Why? Because a lot of the side quests you do in ME1 and to a lesser amount ME2 say that "It'll be a few years before we have any practical results or prototypes" (eg: Mr Batia's wifes who had strange injuries and was denied having her body back for burial due to tests) now assuming that a great discovery was made and research advanced by 2 and 1/2 years we won't see anything come from those kind of sidequests, though presently all we've seen from most was additional dialouge or e-mails. Therefore I think that at least 3 years will have past if BioWare plans on adding anything to do with this side quests into ME3, also... sure it shows the reapers are coming but the galaxy is a BIG place and dark space could be a fair way away, there's no telling how long it'd be before they arrive into the system where ME2 takes place. Also, there's no indication that they are coming, not sense Shepard foiled Saren... just a forboding fear.

I hope you all enjoyed reading this and hope many dissect and discuss it further, it took about 2 hours to write. Slow writer or just distracted? Bit of both really, enjoy.

I'd say sorry for the wall of text but it was either that or make many many smaller posts.

Sorry for the wall of text, I had previously posted this in the ME3 wishlist sometime ago (about Page 51) and was curious to see if the suggestions I made were well receieved... by anyone, I don't think any of it was quoted but then again much of what I wrote has already been said at least "once". Scarecrow I commend you on making such an awesome thread, good show ol boy!

#332
Soruyao

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Scarecrow_ES wrote...
Now, when BioWare made the sequel, they didn't make it for those of us that supported their first one. Not for all of us who bought it and loved it. No, they made it for those that hated the first one, or wished it was a different game. A series should grow from title to title. The developer should be free to expand and highlight features that work, fix features that don't, and infuse new features into the mix that take the series to the next level. I'm all for that. But sequels of a series are not really the place for instituting gameplay that radically alters the nature of a series. Noone seems to take too kindly to a Final Fantasy game that is all about button-mashing action and platforming. I doubt a Call of Duty card battle game would do very well either.


I don't know if I'm just some strange anomaly or something, but I liked ME1 enough to put 150 hours into it.  I played all the classes and got a level 60 and generally enjoyed it.   I bought the game new when it first came out.   I went from being someone who'd never heard of bioware to someone who really appreciates them.

I liked almost every change they made for ME2.  It feels like they made a great game into an even better game.

Now, I have no idea how common people like me are.  Maybe I'm just a statistical outlier who played the heck out of the first game and still loved the second.  Maybe I speak for a huge swath of satisfied gamers who feel no need to come onto the forums at all, they're just happily playing the game.  I just wanted to point out that there is at least one of me.

(I wonder what it is that's different in the way that I've approached this game and the way the more dissatisfied players have.  I can't quite figure it out.)

Maybe bioware wasn't tailoring the game for you specifically, or the subset of gamers that you belong to, but who were they tailoring the game for exactly?  Professional reviewers?  FPS players who have no interest in the franchise or in RPGS?  Me specifically?   (Sometimes when I look at the forums it kind of seems like the game was made specifically to please me and two certain other people.)  Can the same game please all of these catagories of people at the same time?  I feel the question is one we should really examine.

For me, the heart of the game hasn't changed much, it just became less grindy.  When I'm playing my infiltrator, I feel like I'm playing a more powerful version of the same character I played in the first game in situations that are correspondingly more dangerous than the ones she survived in the first game.   That's a largely subjective feeling, but it's where I'm at.

#333
yuncas

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Bump because you know it's good. You can't deny it!

#334
Scarecrow_ES

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I think, Soruyao, that you are quite a bit in the minority. It's not to say out are an outlier, persay, just that you represent a certain group of people who perhaps like the essense of something more than the reality of it. Much of what made Mass Effect the gem in the rough that it was is entirely intact or even better in Mass Effect 2. The story driven narrative is there, the superior dialog and writing, the deep sci-fi universe with plausible scientific background... the Mass Effect Universe is very much alive and kicking in Mass Effect 2 in a way that eclipses what Mass Effect 1 didn't even come close to. But outside that, it's such a different game it's hard to believe the two are in the same series.



If a person were to describe the two games to you, leaving out any details of story, setting... sticking only to the fundementals of gameplay, you'd be describing two very different types of games - more so than I think many people realize. We tend to look at ME2 in the context of ME1 and draw those similarities, but taken on their own, they're remarkably different. Thinking about it now, I can draw greater parallels between ME2 and RE4 than I can to ME1.

#335
Poison_Berrie

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Soruyao wrote...
Now, I have no idea how common people like me are. 

Pretty common on this forum I would think. 
I like both as well and I've read quite a few posts that seem to suggest the same.

#336
Scarecrow_ES

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I certainly like both. I don't want to make it seems as though I think Mass Effect 2 is a rotten game. It's not... it certainly deserves to be rated in the high 9's out of 10. However, it's less a sequel in gameplay than an entirely new game with a storyline that piggy-backs on the original.

#337
RubiconI7

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Took me 15min to get through that.....my eyes hurt

But extremely well thought out. Hope BW sees this.

Maybe you should also talk about the slight lack of customization elements in the game. It is no clandestine that this game is a massive improvement from the previous, however, I still believe they should have kept some aspects of the original loot system.



Image IPBImage IPB

Modifié par RubiconI7, 07 mars 2010 - 02:05 .


#338
Scarecrow_ES

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To be perfectly honest, I am quite pleased they got rid of the old system. What I'm not pleased about is that they really didn't put another system in its place to do the job. I've proposed a simple fix that would add some variety to individual weapons in a given category with meaningful stat differences and unique performance that would work with the current global upgrade system. It certainly adds the necessary number of individual weapons to provide true choice. Adding too many is overkill though, especially when the actual differences between those items is minimal, as was the case in ME1.



My system could stand alone and be quite satisfying for a large percentage of players, I think, or could serve as the basis for a new customization system if the devs want to implement one.

#339
Andaius20

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I'm the opposite on that matter, I would have loved to see them keep the same loot and weapon/armor Mods. However I do think that it needed tweaking not deletion. By simply making it less spammy, and removing the ten versions of everything and rebalancing the companies to have pro's and con's verses each other would have done wonders.



Like having 8 different guns a category with different stats and pro's and con's and different mod capabilities would have really been awesome. I pretty much have the same feeling on all there character changes too. While some are good other are retarded. Like the Ammo powers. They should have kept the mods and kept the gun abilities you get instead. (Carnage, Overkill. Marksmen.) again all that was needed was to do a little rebalancing to making them retain there old cool factor and not be stupidly Over powered in the new combat system.

#340
FataliTensei

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Scarecrow_ES wrote...

I wouldn't say, Poison, that it's a sense of entitlement. At least not for me. I played over 300 hours of the original Mass Effect. Multiple playthroughs in multiple classes and two level 60 characters. I enjoyed very much what BioWare gave me. Not everything was perfect, but it was the type of game I would gladly have purchased again if I had been given the chance to do it all over. I've been a great supporter of the game since it was released. It was me, and the many like me, that made Mass Effect the popular game it became.

Now, when BioWare made the sequel, they didn't make it for those of us that supported their first one. Not for all of us who bought it and loved it. No, they made it for those that hated the first one, or wished it was a different game. A series should grow from title to title. The developer should be free to expand and highlight features that work, fix features that don't, and infuse new features into the mix that take the series to the next level. I'm all for that. But sequels of a series are not really the place for instituting gameplay that radically alters the nature of a series. Noone seems to take too kindly to a Final Fantasy game that is all about button-mashing action and platforming. I doubt a Call of Duty card battle game would do very well either.

The thing I find remarkable is that so many people will look at a sequel that is essentially the same gameplay as the game it's following with myriad improvements and say that the game is not nearly as good because it doesn't differ greatly from the original. Take BioShock 2 for example... I loved the first, and booting up the sequel felt just like stepping back into a city I had grown to love. But reviewers all said "this all just feels too familiar." What's that supposed to mean? Shouldn't it feel familiar? I mean it's the same series that takes place in the same exact environment, and the one it's based on was only the game of the year nominee for just about every organization that comes up with one of those awards.

I can't imagine hearing a reviewer say "wow, this is just like the original Mass Effect, except everything that sucked is good now, and everything that was good is that much better. This is the worst day of my life." Yet, that seems to happen.


I agree with this completely :bandit:

#341
fLoki

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FataliTensei wrote...

Scarecrow_ES wrote...

I wouldn't say, Poison, that it's a sense of entitlement. At least not for me. I played over 300 hours of the original Mass Effect. Multiple playthroughs in multiple classes and two level 60 characters. I enjoyed very much what BioWare gave me. Not everything was perfect, but it was the type of game I would gladly have purchased again if I had been given the chance to do it all over. I've been a great supporter of the game since it was released. It was me, and the many like me, that made Mass Effect the popular game it became.

Now, when BioWare made the sequel, they didn't make it for those of us that supported their first one. Not for all of us who bought it and loved it. No, they made it for those that hated the first one, or wished it was a different game. A series should grow from title to title. The developer should be free to expand and highlight features that work, fix features that don't, and infuse new features into the mix that take the series to the next level. I'm all for that. But sequels of a series are not really the place for instituting gameplay that radically alters the nature of a series. Noone seems to take too kindly to a Final Fantasy game that is all about button-mashing action and platforming. I doubt a Call of Duty card battle game would do very well either.

The thing I find remarkable is that so many people will look at a sequel that is essentially the same gameplay as the game it's following with myriad improvements and say that the game is not nearly as good because it doesn't differ greatly from the original. Take BioShock 2 for example... I loved the first, and booting up the sequel felt just like stepping back into a city I had grown to love. But reviewers all said "this all just feels too familiar." What's that supposed to mean? Shouldn't it feel familiar? I mean it's the same series that takes place in the same exact environment, and the one it's based on was only the game of the year nominee for just about every organization that comes up with one of those awards.

I can't imagine hearing a reviewer say "wow, this is just like the original Mass Effect, except everything that sucked is good now, and everything that was good is that much better. This is the worst day of my life." Yet, that seems to happen.


I agree with this completely :bandit:


Indeed i too, so very much agree..

#342
Andaius20

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I totally agree with that too. Just look at what happened with FO3....

#343
Soruyao

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I'm not gonna lie, half of why I'm posting this is to bump this awesome topic, but I do think this post raised some interesting questions.

Scarecrow_ES wrote...

I think, Soruyao, that you are quite a bit in the minority. It's not to say out are an outlier, persay, just that you represent a certain group of people who perhaps like the essense of something more than the reality of it.


This is a very interesting and thought provoking comment and in one sense I absolutely agree, and in another sense I find it very strange.  I do agree that I look at the essence of both the story and the gameplay, however, I would say that this essence is as much part of the reality of what's there as anything else.   This sounds like philosophical mumbo jumbo, but I'll elaborate so it makes more sense.

Much of what made Mass Effect the gem in the rough that it was is entirely intact or even better in Mass Effect 2. The story driven narrative is there, the superior dialog and writing, the deep sci-fi universe with plausible scientific background... the Mass Effect Universe is very much alive and kicking in Mass Effect 2 in a way that eclipses what Mass Effect 1 didn't even come close to. But outside that, it's such a different game it's hard to believe the two are in the same series.


What you say about the story, I completely agree.  The essence of what made ME1's story is here too.  I feel that there's even more of it.   Everything that happens to your character really impacts them and makes it easy to get sucked in and feel like you're in their shoes, saving the galaxy.  The ambiguous moral decisions are even scarier and more ambiguous.  Having people in your team die is much more cutting because they put more into writing the characters well and because they didn't die at the result of virmire-like simple choices.

For me, the essence of the story was to take control of shepard's story and feel their happiness and pain as they fight to save the universe.  I think you and I both agree this is strong in ME2.   However, I feel that the essence of ME1's combat is here too.

If a person were to describe the two games to you, leaving out any details of story, setting... sticking only to the fundementals of gameplay, you'd be describing two very different types of games - more so than I think many people realize. We tend to look at ME2 in the context of ME1 and draw those similarities, but taken on their own, they're remarkably different. Thinking about it now, I can draw greater parallels between ME2 and RE4 than I can to ME1.


Here's where I disagree.  I think the essence of combat at the very least is here, with some things added that make it a little more complex.   There was not a lot going on gameplaywise during combat, on any difficulty.   (I'm not talking about inventory or stuff, just the nitty gritty of actually killing things.)  On every class, combat pretty much consisted of going into a room, popping all your cooldowns indescriminately, and holding the trigger and aiming in the general direction of enemies until they all fell down.   If I just described ME1 combat by the reality of what you do in combat, it would sound incredibly dull.

What made combat for me, and made me willing to keep coming back to the game, was taking the way each class did what they did and focusing on that.

For instance, I think the essence of an adept was making people float and shooting them while they're helpless, or lifting them up and throwing them off of things.  As long  as I can do both of these things and do these often, I will probably enjoy a class.   In ME1, those two things were literally all I ever had to do or think about.   I was able to do those two things over and over again for an entire game and enjoy it becuase I was treating it like roleplay.  I was trying to learn about my character and what she was like through the way they fight.

In ME2, making people float and shooting them are still here, however on the hardest difficulty now there's a lot of other things I need to think about.   Cover existed in ME1, but I never seemed to take enough damage to need it, so it practically didn't exist.   Now I take damage, and the cover exists as a part of the room that matters.   I need a little help taking down defenses so I can commence with the throwing, so now my squadmates actually exist.   In ME1, in most situations I had a single ability called "Singularitywarpliftthrowmarksman."  In ME2, the global cooldown forces me to make decisions about which ability to use, so in a sense, my abilities exist as separate entities now.

Marksman and a frictionless materials meant that I would never come close to overheating.  My gun was just a trigger I hold and aim at helpless targets.  In ME2, ammunition forces me to pay attention to how much and when I'm shooting.  In this sense, my gun exists as a gameplay entity.   The fact that I can run out (and the rock paper scissors setup) makes my entire arsenal exist as well.   (Until I got an AR, which had too much ammo, so I ended up in the hold trigger: kill enemy rut again.)

I could make a similar comparison for the rest of the classes, but what I'm trying to say is that (concerning combat) there is more game here.  ME1 combat was incredibly simple and while it was fun for awhile, it would have made for a pretty weak game if it stood alone from the story.  ME2's combat is more complex, and I would hazard to call it more sophisticated. In any insanity combat scenario there are at least 5 or 6 more "things" that I need to think about and use with in order to succeed.   For me, this makes for a game I can spend more time on without getting bored.  

I feel like ME1's combat was a bowl of chocolate frosting.  It's sweet and a little fun, but it's not very complicated and if you sit there eating it with a spoon for an hour, eventually you can't really stand chocolate frosting anymore.   ME2 feels more like an actual cake. It has some layers and complexity.  Some people would rather just have the frosting, and they didn't mind because it was a decent dessert after the main course that was the the story.  Or maybe they don't like the flavor of the cake that we ended up with.   I like cake.  Did I belabor this analogy enough?

I think that a lot of people liked the fact that the combat was simple in ME1 because they didn't want more things to think about during combat.  They wanted complexity in the menus and inventories and not complexity in the actual combat.  I think a lot of people got a little bit spoiled by a difficulty system that didn't actually increase difficulty, as well.  Insanity mode was not for the insane, it was for the patient, and people who want to learn how to avoid snipers and rockets.

---
This isn't really related, but you mention resident evil 5, and there are a couple of these "things" that exist in both games. (Mostly just the ammunition management, really.)  However, I feel that the only two "essences" of what makes combat in the entire resident evil franchise are inventory management and evasion.  You manage the ammo and guns and healing items you have, and you run away from monsters while you shoot them.   They never (or rarely at least) shoot at you, so cover doesn't exist. You don't have any powers so that doesn't exist.  You spend half your time looting corpses and half your time backpedaling around an area and shooting wildly.    (The difference between 1-3 and 4-5 is that you and enemies move faster, and locational damage comes into existence.)

Modifié par Soruyao, 09 mars 2010 - 01:32 .


#344
Andaius20

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Marksman and a frictionless materials meant that I would never come close to overheating. My gun was just a trigger I hold and aim at helpless targets.




Thats is a choice you actively make though, I never found a need to add Frictionless to the more advanced guns. I opted for rails and optics. I generally feel that ME 1 's combat let you approach combat the way you wanted to. Use cover and shot it out ME 2 whack a mole style, run and gun, or hit and run killing a few at a time. Now in ME 2 your in a corridor and can only move in one direction. Your forced to use cover at all times or die. Me 2's combat is more ridged. While I do like the stuff like the defense system I don't like the rest of the change shift.

#345
Soruyao

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Andaius20 wrote...

Marksman and a frictionless materials meant that I would never come close to overheating. My gun was just a trigger I hold and aim at helpless targets.


Thats is a choice you actively make though, I never found a need to add Frictionless to the more advanced guns. I opted for rails and optics. I generally feel that ME 1 's combat let you approach combat the way you wanted to. Use cover and shot it out ME 2 whack a mole style, run and gun, or hit and run killing a few at a time. Now in ME 2 your in a corridor and can only move in one direction. Your forced to use cover at all times or die. Me 2's combat is more ridged. While I do like the stuff like the defense system I don't like the rest of the change shift.


Actually, with marksman and one of those first aid armor sockets you could have yourself never overheating as well.  Even without anything like that, as long as you didn't put in explosive ammo,  if you had one of the more advanced guns, you would rarely overheat.  (Unless you got hit by sabotague.  That was the most irritating thing in the entire game.)

There were a lot of choices you could actively make in ME1.  Whether or not to use cover, whether or not to use anything other than frictionless, whether to use your squadmate's abilities.  These were all choices that you could make because the difficulty was so brokenly easily that it almost never mattered if you made a choice that would make you weaker because you would always succeed anyway.  The game's combat difficulty was broken and it made almost all your choices completely hollow.

Basically, there were a lot of things in ME1 that most people ignored because the difficulty setting didn't change the difficulty.  You could play in almost any way you wanted and succeed.  You almost never had to learn from the game, so you could impose a large amount of your own personal combat preference on the way the game played. In ME2, harder difficulties are actually harder.   The harder a game is, the more the game imposes it's rules upon you.  It's part of the nature of difficulty.   When you crank up the difficulty in a game, you are telling the game you want to make it's rules more stringent to impose a challenge on you and allow you to learn and improve within that ruleset.

What you get from this is a system where a bunch of different combat mechanics that you could ignore before begin to matter.  Ammo, cover, defenses, powers, etc. You learn to work with the system, or you die.  I personally like this because it feels like I'm making progress as a player, and I feel like my shepard is actually facing a credible threat.   The lower you set the difficulty, the more out-there strategies you can impose on the system.    I could be a run and gun shotgun adept on casual and possibly normal mode, but this is almost entirely impossible on insanity.  (I tried this.   :x)

This happens in almost every game with difficulty settings, but it didn't happen in ME1, and I think people were expecting it to.   Normal mode  (and of course casual mode) has -much- more leniency in this regard.  You can run around with snipers and shotguns and almost never run out of ammo, almost every enemy can be killed with biotics/tech right off the bat, you can use the wrong weapon type against defenses and still kill things easily, etc.  I do not understand why the people who want more freedom simply don't lower their difficulty until their strategy of choice is as effective as they would like it to be.  (I think the fact that insanity is an achievement is part of the problem.)

---

I want to add that my only disagreements with the changes put forth in this thread are combat related.  I agree that the inventory (or at least weapon/gear/item management) could be more complex and interesting.  I agree that planet scanning can be annoying, and I do agree that a few tweaks to the combat system are warranted.   I just think they need to be tweaks and not a complete overhaul.

Modifié par Soruyao, 09 mars 2010 - 01:38 .


#346
Andaius20

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Basically, there were a lot of things in ME1 that most people ignored because the difficulty setting didn't change the difficulty. You could play in almost any way you wanted and succeed. You almost never had to learn from the game, so you could impose a large amount of your own personal combat preference on the way the game played. In ME2, harder difficulties are actually harder. The harder a game is, the more the game imposes it's rules upon you. It's part of the nature of difficulty. When you crank up the difficulty in a game, you are telling the game you want to make it's rules more stringent to impose a challenge on you and allow you to learn and improve within that ruleset.


I agree with the difficulty thing, I did hardcore my very first ME 1 run and insanity right after in a new game + and wasn't hard since I had spectre V gear. However I disagree with the thought that ME 2 combat gets "stricter" it never changes at least for me. I still had to use cover or die. you'd just die much much faster the higher you went. It was just a matter of time. You have no tactical options as it where. You MUST use x power on y defense while under cover or be killed in 2 seconds. Lesser difficulty it was you Must use x power on why defense or die in 10 seconds. With the option of Shooting with X gun thats good against Y defense instead.



All the lower difficulties did was give you ever more time to use before death. So inefficient tactics had more leeway.



For me the Marksmen skill was used in the same fashion as the Tempest is used now in ME 2 short range SMG.

#347
Scarecrow_ES

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Like I said, ME2 does make some serious improvements to the things that made the original Mass Effect unique in a sea of RPGs. On the whole, it's a better game overall. However, when it comes to gameplay, it's a very different experience than the first. At the end of each game, you have a feeling that you've experienced something that you'll find quite in common with the other, but the manner you reached that conclusion is largely different. As I said previously, if we take a serious look at each game without using the other to draw context, they're really VERY different games that happen to have some of the same basic gameplay features to allow them to be put in relatively the same genre.



It's one thing to like the essense of something. The essense of both games is largely the same... but the reality of them - that path you take to get from point A to point B - those are very different. And that's why, I think, discussions like these can be so very polarizing. I can agree that the ammo system doesn't 100% suck. As I've always said, the new system fixes some serious deficiencies of the old heat system. But for every good thing the new system does that the old system didn't, it's traded something the old system did well to get. In the end, you've got a system that is no more perfect than the old one.



Unfortunately, I don't believe that tweaking the new system to correct for problems is possible. If all weapons the player had access to were of the same category, such as all assault rifles or other forms of automatic weapons, I would say it'd be very easy to get solution with just tweaks. But with the different weapons categories, it's not possible. In a traditional shooter like CoD, having all weapons with ammo and whatnot works fine. You're going to be presented with situations for which an assault rifle or a sniper rifle is best, and the gameplay will give you certain advantages or disadvantages in using either, so ammo limitations aren't necessary. When have you ever played a traditional shooter where you could only cary 10 rounds of sniper ammo? However, if you could walk into a battle with dozens of rounds of sniper ammo in the ME universe, with no limitation on how you could send those down range, what would be the point of using any other weapon at all. There's no limiting factor in an ammo system other than the ammo amount.

#348
Soruyao

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Scarecrow_ES wrote...

Like I said, ME2 does make some serious improvements to the things that made the original Mass Effect unique in a sea of RPGs. On the whole, it's a better game overall. However, when it comes to gameplay, it's a very different experience than the first. At the end of each game, you have a feeling that you've experienced something that you'll find quite in common with the other, but the manner you reached that conclusion is largely different. As I said previously, if we take a serious look at each game without using the other to draw context, they're really VERY different games that happen to have some of the same basic gameplay features to allow them to be put in relatively the same genre.

It's one thing to like the essense of something. The essense of both games is largely the same... but the reality of them - that path you take to get from point A to point B - those are very different. And that's why, I think, discussions like these can be so very polarizing. I can agree that the ammo system doesn't 100% suck. As I've always said, the new system fixes some serious deficiencies of the old heat system. But for every good thing the new system does that the old system didn't, it's traded something the old system did well to get. In the end, you've got a system that is no more perfect than the old one.


I agree with you that the gameplay is different.  I used an analogy about having a bowl of frosting or having a cake.   I feel like a bunch of stuff has been added to what existed before that make it into something with a little more form and substance.  Of course, I'm just talking about the combat.  Inventory went through the opposite sort of change.   (Except, I didn't like the inventory cake much.  It was coffee flavored and it was a little bit stale.)  God, this analogy is making me hungry.

Anyway, so here's one of the major things I don't exactly understand.   What exactly did the overheat system do so well?  It was novel and science fictiony feeling, and it had a lot of thought put into the way it worked.  I get that much, and it makes sense thematically.   Gameplaywise however, I'm drawing a blank.   It can't just be novelty, because that wears off relatively quickly.   I thought it was because you could socket in a frictionless and give yourself unlimited firing, but everyone I've talked to who liked the old system said they didn't do that.  (One insinuated I lacked imagination for doing so, even.)

So assuming that the people who liked it opted out of frictionless materials, was it just the fact that you could use one weapon for the entire game and never worry about running out of a resource, or is there something else I'm not understanding?

In the same vein, here's a list of the things I like about the ammo system:

1. The main thing I like about the ammo system is that it makes it easier for the devs to give me a really powerful weapon without breaking the difficulty.  In my mind, the low ammo capacity of sniper rifles is directly tied to their incredible killing power.   I can't possibly imagine a sniper rifle with infinite ammo staying as powerful as the ones we have now.    (I'd rather have a sniper rifle that can only fire a few times but have those shots "cut 'er like butter!" Than have one that can fire indefinitely and takes a bunch of shots to kill anything.)
2. I also like the fact that it makes combat a little more complex.   I like that there are a few different things to think about in combat in order to be effective.  It's kind of like how poker is a more intellectually stimulating game than go fish.  You might play go fish for awhile and have fun, but you're not likely to devote your life to it the way some people do.
3. It makes me more likely to use weapons I might not normally use, and in doing so it helps me discover other ways in which those weapons are tactical.  For instance: I probably would never have realized how amazing cryo ammo on an SMG can be if I had infinite ammo with the sniper rifle, since I never would have switched away from it.   In a sense, it gives me little pushes towards a more varied playstyle which is more rewarding to succeed with.  (I personally think so at least.)
4. There's something satisfying about picking up thermal clips.   Something about the way the sound they make when I pick them up, the way a pile of them glints, and the reinforcement I get from knowing I can clear an entire room with the clips I just picked up really feels good.  It's like finding a pile of candy on the floor.   :D

Unfortunately, I don't believe that tweaking the new system to correct for problems is possible. If all weapons the player had access to were of the same category, such as all assault rifles or other forms of automatic weapons, I would say it'd be very easy to get solution with just tweaks. But with the different weapons categories, it's not possible. In a traditional shooter like CoD, having all weapons with ammo and whatnot works fine. You're going to be presented with situations for which an assault rifle or a sniper rifle is best, and the gameplay will give you certain advantages or disadvantages in using either, so ammo limitations aren't necessary. When have you ever played a traditional shooter where you could only cary 10 rounds of sniper ammo? However, if you could walk into a battle with dozens of rounds of sniper ammo in the ME universe, with no limitation on how you could send those down range, what would be the point of using any other weapon at all. There's no limiting factor in an ammo system other than the ammo amount.


I agree that with the sniper rifle as powerful as it is, nobody would ever want to use anything else. It has been allowed to become this powerful because it is balanced with it's low ammo capacity. The threat of running out of ammo is a knob that devs can turn to tweak a gun, and potentially to tweak game difficulty.   In a system with infinite ammo, the sniper rifle would have to either have it's power balanced with something else (I have no idea what), or it would have to be heavily weakened.    It'll probably have to be weaker than other guns too, since they would have to balance around the fact that you can get headshots at a distance and generally be safer.  Though, hopefully we'd never return to sniping a krogan 30 times to kill it.  :3

I still think the best solution to this and any other situation in which someone is complaining that their particular playstyle is not effective (whether we go back to the old system or not) is to ramp up the bonus powers to the point where they change your gameplay experience significantly.  There would be one that generates ammo in some way, one that lets your powers have slightly more effect on defended targets.   There would be one for people who like how it is now that makes their melee do something interesting.   You would have to choose the one thing you want to change about combat the most, and then pick the power that addresses that specific gripe.

I think the system we have now worked very well for the general populace.  It worked well for the game reviewers, and it works well for new players to the game who might have more experience with regular shooters.   I think it's got some extra knobs to turn to change difficulty and balance weapons and skills that didn't exist previously, which gives devs an easier time creating content.  (Maybe!  I'm a laymen, so that last part is just guesswork.)  I think it would be much easier (in developer effort and time) to add powers that address specific issues specific players have with the system than to revamp the entire system.

Modifié par Soruyao, 09 mars 2010 - 10:58 .


#349
SurfaceBeneath

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If I can backtrack a bit, I very much do not think Bioware made ME2 for those who hated ME1. They made it for those who liked ME1, but thought that it had serious gameplay problems, which it did. Notice that most every critical game review of Mass Effect 2 begins with a comparison to the first, and usually it's a comparison like, "The first ME1 was a great RPG that had problems... ME2 corrects those issues". As example, notice how IGN actually did list the first Mass Effect as the number 1 game to own on Xbox 360 a while back. When ME2 came out, they gave it a higher review and commented on how well it fixed the problems the first game had. The game is often referred to as a "Flawed Gem" and in ME2, Bioware sought to modify their traditional approach to RPGs in order to rectify the "Flawed" part of that description.

I, personally, do not hate Mass Effect, but it is quite obvious that Bioware did not have the hang of the Shooter element of it yet. Of course the RPG elements were strong... it was basically a copy of the RPG elements Bioware has been doing some Baldur's Gate. But that formula was not suited for the kind of actiony shooter game Bioware had envisioned for Mass Effect, so they decided to change their traditional systems for something more adventurous in the greater scheme of Roleplaying games.

Modifié par SurfaceBeneath, 09 mars 2010 - 12:02 .


#350
Scarecrow_ES

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I'll start with Surface, since his post was smaller...



The reality is not that ME2 corrects problems that ME1 had... GameInformer put it best... BioWare didn't fix the things that were considered wrong in ME1, it got rid of them entirely.



Thought the Mako controls were clunky? No more Mako. Thought managing weapon heat left you out in the cold if you fired your assault rifle too much? Here's an ammo system instead. Used all your powers all at once and now you're stuck waiting for a recharge? Now you can have a fast global cooldown instead. Thought managing different types of weapons, armors, and augmentations was a hassle? Then you take what we give you. Didn't like having to wade through a lot of player customization options? Now your character is basically the same as everyone else's. Didn't like playing a shooter/rpg hybrid where the shooter elements weren't as good as the rpg elements? Fine, let's just get rid of all the RPG stuff and just go with shooter.



Yeah, ME2 is the better technical achievement, and certainly everything that made ME1 unique in the RPG world is intact and improved this time around. But the substance of the game - all that stff you do between all the amazing ME moments... you know, the actual game... not nearly as good. You really have to remark at just how much LESS game there is here. And while the game is still fresh and most players haven't even gotten to a second playthrough yet, you don't tend to notice those things... be over time, I think more people will realize just how ME2 doesn't really improve anything in ME outside the hallmark stuff.