Was aiming for edit
I've double posted.
Modifié par Soruyao, 12 mars 2010 - 01:11 .
Modifié par Soruyao, 12 mars 2010 - 01:11 .
Soruyao wrote...
-edit- Darnit! I was 15 minutes late! I was hoping to beat surfacebeneath to responding. X3
I think you should play something besides an Infiltrator. It might give you a very different perspective on things. Though I have seen some very interesting builds that use Tactical Stealth as a way to get to targets behind cover, attack with increased damage with a melee swing, and then mow them down with SMG fire while they are stunned. There's also a tactical build out there that uses Dominate and AI Hacking in order to control the field while they pepper it with sniper fire. I played an infiltrator in ME1 primarily, however they meet my first criteria as a class that can simply activate Immunity (which could have up to a 60ish% uptime) and become essentially immune to damage, and in such case, why would you care about any of their abilities when you could simply sit in the middle of the battlefield rapid firing Sniper Shots without any downside of doing so. Sure, you could play a different way, but you wouldn't be playing at the optimal ability of the class. The various Sentinal builds in ME2 (which I have the most experience with, but I have played all classes but the engineer and soldier extensively) function radically differently from one another, but they are actually very similarly powerful builds and all have the tools necessary to defeat the insanity difficulty relatively well on their own.Scarecrow_ES wrote...
Ummm, let's see. Surface and I see differently on which of the two skill tree systems offered real choice or just illusion of choice. I say ME1 was the real deal. Surface says ME2 was the read deal. I think you could argue and give examples til the cows come home and neither of us would be swayed, so this might really be an issue of interpretation. What I can say is that my focus in the last two games has been on the Infiltrator class. I've played other classes in both, but the majority of my playtime has been with the Infiltrator. From that perspective, I feel like in ME1, I could focus my Infiltrator on combat prowess (long and short range), debuffs, or a combination of the two.
I had Infiltrator builds that could wade into the middle of a fight and back out again. I had one where that was largely an Engineer with limited combat ability. And yet another where I could hang back and support with powerful sniper strikes and debuffs for a squad rush. No matter how I slice it, I can only come out with one Infiltrator build in ME2. I can't say this is not different for other classes. The Sentinel was never one I invested great time in, for instance, so I can't say it's not different for that class. All I can say for sure as a solid example is that for the Infiltrator, ME2 is far more limited in choice than ME1.
Barker673 wrote...
Good luck getting ANYONE from BioWare onto the social site, I havn't seen anyone but Christine Norman here to talk about scanning improvements from like a week ago - where are they?
SurfaceBeneath wrote...
Sure, you could play a different way, but you wouldn't be playing at the optimal ability of the class.
Only because the optimal level of play is the only objective measure of balance. Everyone can play and enjoy the game a different way, I wasn't suggesting otherwise. You could probably play ME1 without allocating a single skill point on the lowest difficulty and succeed. There are a million ways to play both ME1 and ME2. My point is that you should have the most objective viewpoint of the game mechanics as implimented before suggesting changes that would effect balance. Also, the same people who tend to complain ME2 is not RPG enough are also those that are subject to enjoying tailoring their characters to their maximum effectiveness and who like thinking creatively about successful builds. ME1 provides 2 routes to this. ME2 provides at least 2 very effective builds for each class that play very differently from one another (although there is some overlap... there are two control builds, one for Infiltrator and one for Engineer for instance that do play similarly to each other).Murmillos wrote...
SurfaceBeneath wrote...
Sure, you could play a different way, but you wouldn't be playing at the optimal ability of the class.
This just strikes me. You seem to forget, that a lot of people could and DO play a different way other then the "optimal" way. Optimal and fun don't mean the same thing to many people. Why do you consider playing optimal the only way to play a game and if you are not doing it what you consider optimal, then they are not playing the game correctly?
As I said, I'd reccomend playing around with another class besides Infiltrator and maybe go to the classes and Builds forum here to hang in on some discussions. There is a 50 page thread all about how to play the Vanguard on Insanity, as it is one of the more challenging (and fun) classes to play effectively and it's got some great stuff in it.Scarecrow_ES wrote...
Quite frankly, I don't see it. It's not like ME1 gave you a huge amount of choice either - not compared to a game like Oblivion or Fallout 3, or hell, just about any one of the dozen or so RPGs I've plowed through in this console generation and last. It's just in ME2, I see even less.
Modifié par SurfaceBeneath, 12 mars 2010 - 07:28 .
It's funny because you mention a few games there, Soruyao, along with your criteria for RPG-dom, and I really have to wonder just how much the lines have blurred. Many FF games, for instance, have only one real ending. In fact, most JRPG series fall into this line. Given that, a game like BioShock or RE4 might only be slightly removed from traditional RPG status by even basic standards. Is the ME series, then, just sitting on THAT side of the border because of the greater amount of choice in the story? Is that the only thing that compels us to put the RPG label on ME2? Thought-provoking, I'd say.
Modifié par Soruyao, 12 mars 2010 - 09:49 .
Scarecrow_ES wrote...
Ya see though, Surface, I'm not one of those guys who ever really used Immunity. I never needed it on any of the higher difficulty levels because I played Infiltrator as an Infiltrator. I stayed back, debuffed enemies, and then hit them with precision strikes. Wherever possible I attacked first with the element of surprise from beyond ranges where most enemy fire could get me. If the enemy was getting too close, I often had a powerful biotic around to run crowd control. If ever I was in a position to even NEED something like Immunity to get through a fight, then I had done something VERY wrong.
And that optimum thing really gets under my skin. Enough to get my blood pressure up, even. I appreciate that there are min/maxers out there that pour over every skill tree and whatnot to find the absolute best combination of skill points in this tree and that to produce a character that does absolutely the most damage per second with this weapon and the greatest defense against damage in this situation and has passive debuffs against this type of damage in that situation and... whatever. I get that there are people who want to do that. People who will get together and argue about how to squeeze every last HP or buff/debuff out of a character as possible. People who will come to one inevitable consensus, that ONE configuration for a given class is the absolute best and you'd be stupid not to play it that way. I understand that those people exist.
What I don't understand is why they exist. What fun comes from denying yourself the choice to play as you want to play and only choosing a predertermined path in a game designed to let you choose your own? Especially considering any one of those paths will get you to where you're going. No, I will never choose the optimum build just because someone says it is. And enough ranting about that, eh?
I can agree that the ME2 skill tree system does away with a lot of the fluff and redundancy the old system had. You can see a lot of my other posts about that. But it got rid of much more than that. Once they were done chucking the fluff, BioWare went after the choice too. If you say there are all these builds that all play remarkably different, I'll take your word for it. Quite frankly, I don't see it. It's not like ME1 gave you a huge amount of choice either - not compared to a game like Oblivion or Fallout 3, or hell, just about any one of the dozen or so RPGs I've plowed through in this console generation and last. It's just in ME2, I see even less.
Modifié par Soruyao, 12 mars 2010 - 09:40 .
Soruyao wrote...
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.
Commander Darmok wrote...
kcmd - I LOVE my new vanguard. The challenge on insanity, and the thrill of successfully using charge + shotgun in spite of that challenge was awesome.
Scarecrow_ES wrote...
Again, Darmok, thanks for posting. I'm always happy when someone comes along that wants to contribute to the discussion, no matter what side they're on. I do find it odd though that the only ones that want to stay and same more than a few sentences are the ones who disagree with me, but I suppose if you agree then what more is there to say than that?
Modifié par Soruyao, 13 mars 2010 - 06:50 .
Soruyao wrote...
I don't really think there's much discussion left to have about it though because I feel that use of a player's entire arsenal should be heavily encouraged. It seems like such a waste to create a class like the soldier who has an entire armory on their backs, and then have a player treat those weapons like mere decoration. It doesn't strike me as smart play, and I think smart play should be encouraged at higher difficulties.
EternalWolfe wrote...
One way to help this may be to add in the weapon-specific skills, as I mentioned before. This gives weapons unique powers that may or may not be useful in different situations. For anyone but a soldier this is just another skill(since 3 have only 2 weapons and the other 2 have only 3, with only a single 'higher' weapon), but to a soldier, switching to a certain weapon to use its skill in the right place and time would be a tactical decision, just like useing a power as an adept or tech.
If its done right. If it can be done right. *shrug*
Note: I would support a change of the skills from ME1 - Carnage has its uses, but Marksman, Overkill, Assassination would be better replaced with skills with a more active use - I'm just unsure as to what those skills should be.
Modifié par Soruyao, 13 mars 2010 - 01:34 .