RiouHotaru wrote...
1) Passive cooling system =/= Heatsink. The cooldown system from ME1 was likely a system by which heat was forced out of the gun, facilitating a cool-down, not being stored in a heatsink.
2) That's exactly what we mean. Not everyone can afford the VII-X tier weapons or mods, which means you're only selling to a specific audience, which lowers your revenue. This means the "lower-tier" weapons are much more marketable.
3) The Spectre level equipment is something Cerberus could likely never get their hands on, and you don't know what kind of access they have to firearms dealers. They've only got 150 agents split among 3 cells. Even with billions of credits in income, that's not a lot of people.
1) I clarified my statements in my previous post. Removal of the passive cool down has made heat sinks ammunition. This does not even get into the fact of "universal heat sinks" only working for specific guns. This makes them even more like ammunition.
2) Just because people cannot afford a Wilson Combat 1911 does not mean that there is no longer a market for them and everyone must now use Rock Island Armory models. As a level 50 Spectre, I didn't see any shortage of what you would describe as "high end" weapons in ME 1 from all ranges of folk.
3) I was reinstated as a Spectre. Many of the guns I used weren't even Spectre status... What happened to them? Where can I get my gear? ME 2 does not address any of this and it's not your fault.
Have a goodnight. I have to hit the hay as well.
SmokePants wrote...
Dr. Peter Venkman wrote...
****ty
AI scaling is what ruins the fun and breaks a system. "Ammo
restrictions" (and I am glad that you have called it for what it truly
is, since Bioware has tried to pass off that this is somehow an
'improvement' via the codex) breaks lore and is completely
unecessary. Tweak the first system, don't completely dump it. I feel
like I am playing Rainbow Six Las Vegas 2 half of the time, minus
blindfire with the addition of casting.
And why do you care if a
player gets to be lazy? It's a singleplayer game, let them play how they
want! You can't throw out a subjective qualifier, such as "live in the
moment", and not even bother to define it. What does that term even
mean? Am I not "living in the moment" when I play ME 1?
"Better
AI" is not a solution. Videogame AI is videogame AI. There are problems
that cannot be solved in a practical way for every situation. If you're
designing your game to put all of the stress on that one system, then
you are a fool.
Putting all of the stress on one system...like ammunition. Hypocritical much?
And what I mean by "living in the moment" is not playing like a zombie.
Eyes glazing over, because you can do the same thing over and over
without penatly or any reason at all to mix up what you're doing. Ammo
resrictions make you pay attention. You actively try to take down the
enemy, while expending as few resources as possible. Exploiting tactics:
positioning, target prioritization, squad commands, etc. Deciding
hether to risk advancing to replenish your resources or stay back and
hold out with what you have. Basically, keeping the player sufficiently
engaged from the opening volley until the last enemy drops. Ammo helps
that. Arbitrary thermal limitations hurt it.
There were penalties for not doing things the "right way" in ME. It's quite comical; you're arguing that a player customizing his weapon in ME 1 to match his opponent (synthetic, organic, do I want more damage and higher heat? Cyro rounds, rounds to bypass shields but do less damage, ETC) is more of a zombie then someone using "SMG for Shields, Pistols for Armor, Sniper for Shields". ME 2 combat is a FIXED path that a player must follow; ME 1 had options and you're trying to tell me multiple combinations is akin to just sitting there. You're not making sense.
Players need restrictions placed on them. Just like children. Game
design is like parenting. And a proper parent does things that the child
doesn't approve of, but is ultimately for its benefit.
It's not for the player's benefit if an "upgrade" breaks previous RPG lore. Videogames are ment for consumption and market value, which is a matter of giving players what they want (which has NOTHING to do with parenting).
Modifié par Dr. Peter Venkman, 09 février 2010 - 06:39 .