Scarecrow’s Compendium of Proposals to BioWare for Mass Effect Gameplay Improvements (UPDATE 2)
#876
Posté 13 septembre 2010 - 11:02
Just as a question to Scarecrow or anybody who read all of the thread, was there ever a suggestion about having powers only being able to go to a certain level if you are a hybrid class (for at least some powers) or maybe something like a longer cooldown or something to that effect?
#877
Posté 14 septembre 2010 - 07:38
Hybrid classes are already limited in that they only have select powers available to them that fall into their hybridized categories. An Infilitrator, as example being both a tech and soldier class, only has access to certain tech or soldier abilities. If we further limit those classes by ensuring that the few powers they have access to can never be fully upgraded, it severely limits the effectiveness of the class. In order to balance a limit on power upgrading, we'd have to give the character access to the full set of class powers. Of course, I'm not sure this particular trade-off is fair either, as it will merely create a weak character with more options.
No, ultimately the hybrid classes are meant to be specialized fighters, which means they have to be experts in a select group of specialized skills. It WOULD be nice, however, to be able to select what those skills are within their assigned categories. As for cooldown times being longer... well in essense cooldowns for a power that a player has not invested skill points into (thus causing the character to be a relative novice at that power) will be longer than for a player who has invested heavily in a power (making that character an expert).
Akari... I see what you are getting at with the research system you've outlined there. Ultimately though, what you've done was basically take most aspects of the research and upgrade system, and thrown them back into the more standard skill system, as they existed in ME1. The only difference is that you've split one system (from ME1) into two essentially identical systems. If the systems are to operate in the same manner anyway, why bother to keep them seperate at all? It's unnecessarily complex, and doesn't result in any improvement for the player.
Beyond that, I'm a bit concerned about the differing costs of player class-centric abilities versus non-class abilities. In the end, if you reduce the "cost" associated with abilities the player character cannot use, you simply make it far easier to upgrade complimentary squadmates. In doing so, you ensure that those squadmates can become extremely powerful very early in the game. I could choose to build a pure tech character for my player character, and then invest heavily in my biotic and soldier squadmates... and because of the reduced cost for upgrading biotic and soldier powers, my biotic and soldier squadmates would quickly become true powerhouses, allowing them to sweep through missions without difficulty. It creates a significant balance issue.
As for power usage, I'm afraid simply splitting up powers into different types and giving each type its own cooldown will not do much, if anything, to improve gameplay. Many classes focus their powers into one type... offensive for instance... so for those players whose classes focus on one power type, they'll find nothing has changed in the cooldown department. For classes that have complimentary powers that may appear as different types (pull and throw for instance), this might create an exploit whereby the player can merely use both powers in succession, then repeat immediately after with the first power's cooldown is up. Increasing the cooldown time to compensate for the exploit only serves to defeat the purpose of the initial switch to the power-type system you describe.
#878
Posté 16 septembre 2010 - 02:15
#879
Posté 18 septembre 2010 - 04:01
been done before. I think a cool idea for ME3 would be to have different
paths for power evolution that are quite different and mutually exlusive on the
same character. If ME3 extends the level cap to 60 and the current
leveling system is used, then more ranks of powers/skills will be
necessary. But in order for it to push boundaries (a bit), we need to
have a second, additional evolution of powers. Let's say that max rank
for powers is extended to 8, double the current max.
Wall of text ahoy!
Here's my idea: each time a power is evolved, you get to pick from two
different options. We already have this in ME2, but when we add a second
evolution, options get much more interesting. For example, Pull evolves
into Heavy Pull or Area Pull. At the second evolution at rank 8, two more
choices are presented, depending on which choice you made previously.
This means there will be four different "final" versions of a
power/skill, all mutually exlusive on the same character.
My idea of the way points will work is that you have the
current system with rank 1 being one point, rank 2 being two points, and so
on. But then when the power is evolved, the cost resets, with rank 5
being one point, rank 6 being two points, up to the final rank 8 being four
points. I think this keeps the powers balanced. As a general
statement (not directed at anyone) I think returning to a ME1 style level-up
system would be a step backward, making upper level powers too accessible for
low level characters. Getting to the last rank should be an investment,
one that hopefully pays off. If a return to ME1 style level-up was
implemented, the second evolution of skills would need to be watered down to
prevent overpowered skills. As it is, the cost in skill points is a good
price for these powerful abilities.
To continue my previous example, Heavy Pull -> Penetrating Pull or Volatile
Pull, Area Pull -> Tidal Pull or Gravitic Pull. I'll explain these a
bit more:
Penetrating Pull = Pull now penetrates one layer of defenses whether it's
armor, shields, or biotic barrier. This would let you use Pull on most
mooks on the higher difficulties, but not bosses. However, this only
works on enemies with a layer of health. Enemies with only armor (Scions,
Praetorians, Harbinger) would only take damage, but not be pulled.
Volatile Pull = The pulled enemy now deals double (maybe triple) damage in a
Warp explosion.
Tidal Pull = The pulled subject(s) take the pull effect with them, affecting
unprotected enemies they pass by, pulling them along. This will also
damage protected enemies (but not pull them).
Gravitic Pull = The pulled subject(s) group together upon being pulled,
allowing easy potshots or an easy setup for a Warp explosion.
This is the essence of my idea, unique evolutions based on prior choices.
But since I've come up with a lot of other examples, I'll share them with
you. Throw leads to Heavy or Area Throw: Heavy Throw -> Slow Throw or
Penetrating Throw, Area Throw -> Crippling Throw or Bludgeoning Throw.
Slow Throw = After the throw effect hits the target, they fly backward
(or however you aim it) at a slow speed, allowing Throw to be used for Warp
explosions.
Penetrating Throw = See Penetrating Pull above, just with Throw.
Crippling Throw = The affected subjects move more slowly upon getting up (if
they get up file:///C:/Users/Ronald/AppData/Local/Temp/msohtmlclip1/01/clip_image002.gif).
Bludgeoning Throw = The affected subjects take much more damage from the
initial impact (with your biotics) and also take damage if they hit a wall or
other obstruction. Also throws enemies farther.
And just to show that it can work with non-biotics, I'll do Incendiary
ammo. Inferno ammo -> Explosive ammo or Vampiric ammo, Squad ammo
-> Squad Inferno ammo or Fiery defense
Explosive ammo = Every so many shots (depends on the weapon used) the ammo
explodes on impact, dealing concussive damage on top of the normal damage (fire
and all). This is highly effective against biotic barriers.
Vampiric ammo (may need a better name) = Every time the enemy takes fire
damage, you get some of their health/shields back. Don't ask me to
explain this scientifically.
Squad Inferno = The whole squad gets inferno, instead of the usual incendiary.
Fiery Defense (definitely needs a better name) = Gives the squad Miranda type
bonuses to damage and rate of fire.
Heavy Overload -> Overload Pulse or Intense Overload,
Area Overload -> Arcing Overload or Static Overload.
Overload Pulse = The target is affected by several smaller overloads (in addition
to the first big one) over a 5 second period, lowering more of his shields or
stunning him if synthetic.
Intense Overload = Completely lowers the shields of the target, but has a very
long cooldown. Also immediately destroys synthetic enemies that are down
to health, or any hacked AI.
Arcing Overload = The Overload effect jumps to additional targets beyond the
initial area of effect, hitting each one for less damage beyond the first arc.
Static Overload = The Overload effect hits the same area again several seconds
later, regardless of the presence of enemies at that location. Useful
when facing Geth swarms.
Or how about Cryo Blast? Deep Cryo -> Stable Cryo Blast or Enduring
Cryo Blast, Area Cryo (can't remember the real name) -> Blizzard or Unstable
Cryo.
Stable Cryo Blast = The affected target is frozen stiff in their current pose,
and do not fall over (unless they were already on the ground). This
allows for easy headshots to shatter them.
Enduring Cryo Blast = The freezing effect lasts for longer than normal, and
when the target thaws, they are slowed.
Blizzard = The area is widened further and given a duration in which enemies
within are frozen briefly and slowed, as are any who enter the area during the
duration are also slowed.
Unstable Cryo Blast = The affected targets are much easier to shatter, taking
far fewer shots. However, they are also more prone to falling over.
Singularity leads to Heavy or Wide. Heavy Singularity
-> Vortex or Unstable Singularity. Wide Singularity -> Event
Horizon or Mobile Singularity
Vortex = The singularity spins the targets much faster than normal, resulting
in the enemies flying off in all directions when it expires. This causes
stunning and concussive damage.
Unstable Singularity = Deals double (maybe triple) damage on a Warp explosion
Event Horizon = The singularity has an even wider diameter, pulling in
inanimate objects as well as enemies (which don't count against the cap).
These objects collide with enemies, causing damage on impact. Can be
devastating with explosive canisters.
Mobile Singularity = The singularity moves towards the highest concentration of
enemies on the battlefield, protected or otherwise, until the duration runs out
or the carrying limit is reached.
Or what about Combat Drone? Combat Drone leads to Attack Drone or
Explosive Drone. Attack Drone -> Clone Drone or Cloaking Drone.
Explosive Drone -> Fiery Drone or Chemical Drone.
Clone Drone = You now create two drones instead of one.
Cloaking Drone = Your drone will cloak and uncloak to attack enemies for a
damage bonus from stealth.
Fiery Drone = Your drone now sets enemies on fire in addition to it's regular
attack. Also does fire damage when it explodes.
Chemical Drone = Your drone uses a chemical agent that causes organic enemies
to be slowed, also prevents the use of most powers, biotic or tech.
AI hacking leads to Improved hacking or Area hacking.
Improved Hacking -> Kamikaze AI or Advanced AI. Area Hacking ->
Taunting AI or Contagious AI
Kamikaze AI = The hacked AI charges into the nearest enemy (its speed is
boosted considerably) and explodes, dealing concussive damage that knocks
unprotected enemies down.
Advanced AI = The hacked AI now has improved tactics capability. It will
use cover and prioritize targets. It also has more shield than any other
hacked AI. This gives you something close to a real ally and not just
cannon fodder.
Taunting AI = The AI(s) somehow seems more dangerous to enemies, causing them
to focus fire on it. This could give you a breather, and keeps you from
having to kill the AI after the hacking wears off.
Contagious AI = Upon being hacked, the AI(s) will spread their new algorithms
to unprotected AIs that get too close, affecting more AIs. Inspired by
Overlord. file:///C:/Users/Ronald/AppData/Local/Temp/msohtmlclip1/01/clip_image004.gif
Hmm. How about Warp Ammo? Warp ammo (like other ammos) leads to
heavy or squad. Heavy -> Catalyst Ammo or Reave Ammo. Squad
-> Amplifier Ammo or Barrier Piercing Ammo.
Catalyst Ammo = Shots of Warp ammo now set off Warp explosions, but for only
75% of the normal explosion damage. This can be compensated by combining
with Volatile Pull or Unstable Singularity.
Reave Ammo = Shots of warp ammo now steal barrier and health (not shields or
armor) and give them to Shepard.
Amplifier Ammo = Teammates (and Shepard) get a boost to overall biotic damage
with Warp ammo equipped.
Barrier Piercing Ammo = Warp Ammo now deals exceptional damage to biotic
barriers, some ridiculously high percentage like triple damage or something.
Charge leads to Heavy Charge or Area Charge. Heavy
Charge -> Returning Charge or Power Charge. Area Charge -> Chain
Charge or Surge.
Returning Charge = After the knockback and slowdown effects of Charge wear off,
Shepard is returned to his/her point of origin. However, shields are not
restored (or maybe only half). This could be useful to "get in and
get out" quickly, without dying. As a side effect, the return
ability will knockback anyone in your initial position, though you won't get
the time slowdown on the return.
Power Charge = The Charge now sends enemies flying much further than normal,
and they take longer to recover, though slowdown is not affected.
Chain Charge = If enemies are spaced apart a fair distance from each other,
Shepard Charges a second and third time immediately after the first Charge, for
less damage and knockback each time.
Surge = Shepard Charges much faster than normal, doubling the time in which
time seems to slow upon hitting the target.
Warp leads to Heavy Warp or Unstable Warp. Heavy Warp
-> Stasis Warp or Penetrating Warp. Unstable Warp -> Catalyst Warp
or Enduring Warp.
Stasis Warp = The affected target is paralyzed if the Warp effect strips their
defenses completely, or if the target is unprotected. This effect lasts a
few seconds, about the length of time it takes for someone to get up from a
Throw. Can also be detonated, leading to a Warp+Warp explosion.
Penetrating Warp = Warp now penetrates shields to hit armor or health
underneath. This makes it possible to kill someone while their shields
are still up.
Catalyst Warp = Warp now deals double damage on a Warp explosion. This
stacks to triple damage when used with Volatile Pull or Unstable Singularity.
Enduring Warp = The target(s) is warped again after 4 seconds, during which
time they are slowed.
Let's see. . . Incinerate leads to Heavy or Area (of course). Heavy
Incinerate -> Immolate or Beam Incinerate. Area Incinerate ->
Inflame or Incinerate Blast
Immolate = the target is wrapped in flames, regardless of shields or armor,
dealing continuous damage above the initial amount. This residual damage
affects shields giving a 5% chance of outright shield failure while the fires
burn. If the target is organic, the "on-fire dance" is
triggered, even if the target has shields or armor. Blocked by biotic
barriers. Lasts about 6-7 seconds.
Beam Incinerate = When the Incinerate power is used, a beam of fiery chemicals
extend from the user to the target. Any enemies that cross that beam are
damaged for half damage, though the intial target takes no extra damage beyond
the initial damage. The beam lasts for 6-7 seconds, and follows the
target and the user, making a persistant beam regardless of movement.
Inflame = The area of the power is set on fire, with anyone entering or
remaining in the area taking continual fire damage. This is a good way to
"smoke them out" of cover, as enemies will move away from the fire
while it lasts.
Incinerate Blast = The blast radius is increased considerably, affecting
enemies within several meters of each other.
Stasis lead to Deep Stasis or Enhanced Stasis. Deep
Stasis -> One-way Stasis or Temporal Stasis. Enhanced Stasis ->
Explosive Stasis or Catalyst Stasis
One-way Stasis = the stasis effect no longer prevents damage from being taken
by the enemy, allowing bullets, but not powers through the field. Any
protections the enemy may have still apply.
Temporal Stasis = the enemy take much longer to recover from stasis, increasing
the amount of time to do bonus damage.
Explosive Stasis = When the stasis effect wears off, it explodes in a manner
similar to Tech Armor, knocking down enemies near the explosion, but leaving
the initial target unharmed. This can be triggered prematurely by a warp
explosion, which doubles the damage of the explosion.
Catalyst Stasis = Powers can now be applied to the target through the stasis
effect. Warp and Incinerate can be used to damage armor and Overload can
be used to damage shields, Warp and Concussive Shot can be used to damage
biotic barriers.
There are other ideas for other powers in my thread, social.bioware.com/forum/1/topic/103/index/4632282/2. It seems to be having some trouble getting off the ground, so I gave all of my ideas here as well.
Edit: sorry for the horrible formatting, it took a while to copy/paste everything.
Modifié par wizardryforever, 18 septembre 2010 - 04:05 .
#880
Posté 18 septembre 2010 - 05:24
There are certainly some things I like about the general sense of your ideas (those are things I've more or less already added to my own original post), but I have to say I'm not fond of the overall implementation. "Evolving" a power as is already represented in ME2, is an underwhelming event. As you add points, which already becomes increasingly taxing in relation to what you actually get out of it in the end, your power already grows incrementally in areas such as damage, duration, area of effect, etc. Several annoyances occur in the ME2 progression which are whole-heartedly unneccessary.
The first is in the fact that the more you invest in a skill tree, the lower your returns are in relation. Even though you may invest 4 points to move the power to the next level in the tier, you're only getting a 1 point-worth of increase (there is no tangible increase from 1 point to 4 to coincide with the increased investment) to attributes. In essense then, players are actually discouraged from investing higher numbers of points in a skill tree as the increase in attributes in that skill don't keep pace with the investment. Basically players will get their "points' worth" only in the initial investment, and because there is less and less of a reward for that investment, players are actually discouraged from making it under the ME2 system. You don't want that.
Once a player finally does invest the full number of points required to evolve a power, you reach another annoyance in the fact that the power has not really "evolved" at all. All the player has done was choose between two very similar and inconsequensial attribute increases, where one attribute is given favor over another. There is no functional difference between "evolving" a power and simply investing in the next tier of the power, which only further causes annoyance in the first point, where players never receive as much out of their investment into a skill tree as the first point he puts in.
In that regard, forcing the player to go through a second round of investment to reach yet another ultimately underwhelming plateau is only pouring salt into an open wound. You're just exemplifying the absolute worst parts of of the skill tree system and ensuring players will not endeavor to invest significantly enough in a skill tree to see real results. And that's a shame, given that some of the ideas you've thrown up there for power variations have promise.
Instead, I might recommend following my own evolution structure. Rather than locking a player into a fixed skill tree with the promise of variation later (if the player survives the torture of skill investing), let them instead mould the power how they want to throughout the entire skill tree progression. If they want to focus on area of effect over duration, let them do it as they go. By the time the player has invested enough points to evolve a power, he's already schewed that power in a way that makes it exactly what he wants. When it's all said and done, he'll certainly have more than 4 distinct choices in how his power turned out.
With the evolution, though, why not take the opportunity to make this more than just a small incrimental increase? Especially given the degree of investment the player had to make to get there. I mean, maybe it's all well and good to spend 4 skill points getting an increase in a power that only took you 1 point earlier in the game, and MAYBE get a little bit of a tweak to the power in the end... but wouldn't it be a far better reward for all that investment to have the evolution be a truly unique and powerful thing?
Ditch the incremental increase... then throw a real power at the player. Here's an opportunity to take some of those great twists or unique attributes you've come up with and slam them into the evolved form of the power. Why add something as pedestrian as an increase in area of effect? Is that really "evolved?" If you REALLY want a player to think hard about putting so many of his skill points into a power, you better give him something truly useful at the end of it all. Let's say the player spends 10 skill points turning his power into exactly what he needs in combat... when he goes to evolve that power, why not simply add a new perk or twist to the power that makes it additionally useful?... or perhaps, give the player a choice between a few different useful perks. You've got a few ideas in there under a single power tree that might make good additions to an already player-tailored power.
#881
Posté 18 septembre 2010 - 05:08
Like I said in there somewhere, after the first evolution, the points required to advance it reset, as you are essentially learning the skill over again in its new form. By having only eight ranks, the whole diminishing returns thing is not as small, in other words, the returns are not completely insignificant. If we were to return to ME1 style (hypothetically), diminishing returns would be decidedly bad, as only those ranks where you got a power or some upgrade to a power really mattered that much.
Also, my ideas are designed in such a way that the devs don't need to radically change the way the system works in order to implement them, and makes it easy for importing. The devs would just tack on the extra four ranks to all the skills and increase the cap to 60 and there you go, smooth transition.
Oh, and any of my ideas have the effects listed on top of the normal use of said power, unless it is otherwise stated. So any of those powers could be used like they always could have, just now with something extra that is really unique and rewards the player with investing so many skill points in it. However, I try to avoid listing things that could be too powerful, as in, every character with the power must have this to not suck. Achieving rank 8 in a skill requires 20 skill points total, something that is reachable pretty early, though still nothing to sneeze at.
Modifié par wizardryforever, 18 septembre 2010 - 08:00 .
#882
Posté 19 septembre 2010 - 02:55
In the ME2 system, the amount the player gets back is reduced the more he invests into a power. In this regard, if a player wishes to create the most powerful and capable character possible, the game system actually encourages him NOT to invest fully into a skill tree, as he's literally throwing points away. In truth, it's only a good idea under the ME2 system to invest into a skill tree so far as it's required to unlock another skill tree. With the exception of a very few number of powers, the buffs you get for fully investing into a single skill tree will not be as worthwhile as the buffs you'd have received by spreading those skill points around.
If you truly wish for most players to see that second evolution of a power, you're going to need to make them want to get there. And not just WANT to get there, but not severely punish them for wanting to unlock a certain power by forcing him to give up any hope of investing in others.
Beyond that, I don't think you need to worry about importation to ME3. Just as was the case with ME1 to ME2, it's simply not possible that you'll be able to import the actual skill tree attributes of your player as-is from ME2 to ME3. As such, a skill tree compatibility from ME2 to ME3 is no more an incentive than it was for ME1 to ME2.
#883
Posté 19 septembre 2010 - 03:39
Besides, some of the evolved powers are really handy, like some of the area powers. The ability to affect more than one target can be very useful, though it can also be very useful to have a much stronger single target version. The percent increase in effectiveness is not trivial. Granted, it isn't very flashy, but one can't deny that the current system works.
I'm not saying my idea is the only way to go, of course, just expressing my opinion. I think I heard somewhere that Bioware isn't going to change the way combat works this time around, maybe that means that they won't be changing the skill system too drastically (if that's true).
#884
Posté 20 septembre 2010 - 01:34
#885
Posté 20 septembre 2010 - 03:12
Ultimately, the player character will never gain more power and develop as quickly as he does in the beginning of the game. It's not a linear progression by any means, and largely by the end of the game the player's progress has plateaued. In many cases, the last few ranks are wasted entirely as the player no longer has any 1, 2, or 3-tier ranks open in his power trees to use his last few earned skill points on. This couldn't happen under a single point system, and said system further ensures that any point spent will have a real tangible impact on the character, even if it's a mere incremental increase in attributes.
Like I said, some of your ideas for powers are great. I'd just hate to see many of them wasted on a system which will likely not have players ever actually seeing them.
#886
Posté 20 septembre 2010 - 05:45
Scarecrow_ES wrote...
I think though, what you're forgetting in the ME2 system is that, while you may only get an X amount of increase in a power by investing that first real point into the skill tree, when you DO go back and invest 3 skill points to reach that second to last tier, you're still really only getting an X amount increase. It's not as though investing that 3 points to reach the next tier is yielding you 3X amount of attribute increases. In that regard, unless a player, as you pointed out, absolutely NEEDS to have the evolved version of that power, his character is much better served by spreading those points out.
This would be an issue regardless of how the levelup system worked. People consider their options, weigh the advantages, and pick accordingly. If people don't want the evolved version, or it just isn't that important compared to other powers, they'll pass on it. If they don't think the evolved version of any power is worth it, then they'll spread their points around to be a jack-of-all-trades type, who's good at everything that class offers. There's nothing wrong with that, but people should have to actually work to get the best version of a power, hence the increasing cost of powers. This rewards people for sticking with a power to the end, though the current rewards are somewhat mediocre for the most part. Hence my idea to make the next evolution more meaningful and unique.
Ultimately, the player character will never gain more power and develop as quickly as he does in the beginning of the game. It's not a linear progression by any means, and largely by the end of the game the player's progress has plateaued. In many cases, the last few ranks are wasted entirely as the player no longer has any 1, 2, or 3-tier ranks open in his power trees to use his last few earned skill points on. This couldn't happen under a single point system, and said system further ensures that any point spent will have a real tangible impact on the character, even if it's a mere incremental increase in attributes.
Like I said, some of your ideas for powers are great. I'd just hate to see many of them wasted on a system which will likely not have players ever actually seeing them.
You make it sound like that is a bad thing. It is easy to learn the basics of a skill, it is difficult to become a master at it. This holds true for almost every skill in reality. Once you have become competent at something, it takes much more practice to truly master it than it did to just figure out how to do it.
As for the points left over thing, I agree that it sucks, but if it turns out that way and someone is bothered enough by it, they can always respec to use all of their points. Temporary solution, but if my idea is implemented (no reason to suspect it will be though), then the increased level cap will make this a bit easier to manage.
#887
Posté 20 septembre 2010 - 01:55
BUT the mineral thing. Oh man if they make it like that I think I will punch Bioware in the gonads. It sounds so boring and tedious. Shepard is not a chemist, he's here to kick names and take ****, or something like that. The whole Project Lazarus thing still has him a bit confused.
#888
Posté 21 septembre 2010 - 04:34
#889
Posté 21 septembre 2010 - 11:13
#890
Posté 22 septembre 2010 - 11:19
#891
Posté 23 septembre 2010 - 02:41
In Bioware's releases, these things are always very well written and enjoyable to read through. Sadly, way the actual text is presented often remains pretty sterile. Exploring some ancient text or journal of newly killed enemy shouldn't feel or look like browsing an Excel spreadsheet that is entirely disconnected from the game I am playing. Text is usually high enough quality to offer some degree of..immersion to those who care to read through it. There is no reason why framework of this text should do it's utmost to break it.
Few Screenies that should get my message across. Examples are from Neverwinter Nights, Baldur's Gate,Fallout3 and ME.
Neverwinter Nights:
http://www.bellaonli...wn/thiefjnl.jpg
Only place in game where I want written text and assorted graphic solutions to look like this is the Options-screen.
...Strangely, NWN's approach was a giant leap backwards from the moody solution present in Baldur's Gate:
http://www.caltrops....Journal-big.jpg
Mass Effect:
http://www.cravingte...08/06/codex.jpg
Pleasing to an eye! Yet, it feels like I have Alt-tabbed from the game and began using Google Chrome or some random software developed by Microsoft.
Pip Boy solution of Fallout 3 is fine example of Scifi RPG where reading through journals and whatnots doesn't disconnect you from the immersion/ game.
http://fallout3.file...pboyskills1.jpg
I'd like to see next ME taking steps away from Codex interface that looks and feels like combination of Facebook and web browser. It should be Scified up a bit. It should feel and look like an integral part of the game. Something along the lines of Pip Boy from Fallout. Anything that that doesn't feel like an alt-tab.
Modifié par LTD, 23 septembre 2010 - 03:02 .
#892
Posté 23 septembre 2010 - 02:49
#893
Posté 24 septembre 2010 - 01:11
whatever then
#894
Posté 26 septembre 2010 - 03:15
#895
Posté 28 septembre 2010 - 04:34
#896
Posté 30 septembre 2010 - 12:51
#897
Posté 30 septembre 2010 - 03:04
Let me say just a couple of things:
Bioware's intention with the Mass Effect series was to make an action shooter first, and an RPG second. This has been stated in various interviews with the developers. Mass Effect 2 is evidence that they are trying to move into that direction (and for the most part they were largely successful). You have done a great job with your suggestions to adhere to their philosophy for this franchise. You have kept things streamlined, but have added various layers in order to make the combat more engaging, deep, and strategic.
I really like how you have handled the weapon modification system. I was hoping for a little more use out of the armory in the next installment, and you have appropriately nailed this one right on the head. I was pretty excited to see your take on the "ammo power" selection (moving it to the weapon wheel, and still keeping class specific ammo powers)
I wouldn't mind a little more expansion for squadmate armor customization, but each character must stay unique to their personality.
The tiered power cooldown is such an intuitive idea, I don't see how this wouldn't work (and work very well) Added depth, and strategery (thanks George W for that word) are the key words here.
Overall, I was very impressed and extremely excited to see all of this stuff. You have put a lot of time and effort into this and have done a fantastic job. I sincerely hope Bioware gets their hands on this thread, because I only see it benefiting the next installment.
#898
Posté 02 octobre 2010 - 05:47
#899
Posté 03 octobre 2010 - 05:04
#900
Posté 04 octobre 2010 - 03:04




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