Reorte wrote...
Here's a question - would people be complaining about it if ME2 was a prequel?
Yes, because it would have been a prequel.
Modifié par DPSSOC, 31 décembre 2011 - 07:55 .
Reorte wrote...
Here's a question - would people be complaining about it if ME2 was a prequel?
Modifié par DPSSOC, 31 décembre 2011 - 07:55 .
tjzsf wrote...
Dr. Jacko, you don't think all that needed to happen with the old mechanic was to just reduce the variability between the somewhat absurd amounts of heat managing in the beginning and the somewhat ignorable amounts of heat managing in the end? Like, say, frictionless only reducing 10% heat generation at most and Scram Rails continuing to increment heat?
1 of 6 classes never have to scrounge. Infiltrators do, since sniper rifles that are not the Viper eat up sinks like nothing. Vanguards to a lesser extent, and that's only because shottys at least get multiple shots per clip and can get their magazine capacity upgraded. But regardless, scrounging takes effort, while waiting for gun to cool down takes far less effort. One would think the thing that takes less effort would be more intuitive.
Dr. Jacko wrote...
I miss the old days, when people had enough imagination to ignore things or make up their own reasons. Whenever I find an inconsistency, I either ignore it and treat it as retcon (if it's negligible, like the thermal clips) or fill in the gaps myself (like with Charge).
As for gameplay, let's face it - reloading and scrounging for ammo (which us Adepts never have to do) is more intuitive. The first game's system was, for lack of a better word, awkward. You focused more on wrangling a meter than actually fighting early on, and later on the game just breaks. There's a difference between a mechanic that's unique and innovative, and a mechanic that nobody uses because the alternative works better.
Guest_Spuudle_*
Destroydacre wrote...
Dr. Jacko wrote...
I miss the old days, when people had enough imagination to ignore things or make up their own reasons. Whenever I find an inconsistency, I either ignore it and treat it as retcon (if it's negligible, like the thermal clips) or fill in the gaps myself (like with Charge).
As for gameplay, let's face it - reloading and scrounging for ammo (which us Adepts never have to do) is more intuitive. The first game's system was, for lack of a better word, awkward. You focused more on wrangling a meter than actually fighting early on, and later on the game just breaks. There's a difference between a mechanic that's unique and innovative, and a mechanic that nobody uses because the alternative works better.
If lore changes were implemented correctly or even just in a way that made sense, using your imagination to create explanations for inconsistencies wouldn't be necessary. Bioware sells itself on making great stories so why should I have to create part of the story myself?
Dr. Jacko wrote...
It's the reloading part that's more intuitive. It's instantaneous, doesn't require any attention on your part, and is easier to balance. Having to dig around for ammo isn't a flaw in gameplay mechanics, it's a balance issue - the ammo capacity of shotguns and sniper rifles was set too low. Lesson learned, it'll probably be fixed in ME3. But Mass Effect 1's system just didn't feel like the way guns should handle. A small balancing issue is no reason to go back to a system that was broken fundamentally.
tjzsf wrote...
Dr. Jacko wrote...
It's the reloading part that's more intuitive. It's instantaneous, doesn't require any attention on your part, and is easier to balance. Having to dig around for ammo isn't a flaw in gameplay mechanics, it's a balance issue - the ammo capacity of shotguns and sniper rifles was set too low. Lesson learned, it'll probably be fixed in ME3. But Mass Effect 1's system just didn't feel like the way guns should handle. A small balancing issue is no reason to go back to a system that was broken fundamentally.
I think we're looking at two different meanings of "intuitive" here. Somewhat analogous to keyboards. You say a QWERTY layout is better because it feels the way keyboards should feel and it's what you see most other preexisting computer users using, while I say an ABCDEF layout is better because it would be much faster to learn where all the keys are as opposed to QWERTY's random scattering of keys to slow down typing so typewriters wouldn't jam*. As for brokenness, I can apply the same reasoning you use - if gameplay annoyances with having to scrounge for ammo in ME2's system are resolved by simply tweaking the numbers of said system to give you more ammo, then it follows that gameplay annoyances with the variability of your skills (going from death is god to god of death) in ME1's system are just as easily resolved by tweaking the numbers of said system to make the variability smaller?
Modifié par Dr. Jacko, 09 janvier 2012 - 04:59 .
Well I would make the heat sink cool slowly like one second for every "round" recovered and slower for certain weapons. Few would be patient enough to wait every time for a full cooldown excpet after a confrontation. Most would simply use the heat sinks available to them and I think that would be preferable to the heat sink idea used in Mass Effect 2 because my method does not allow for the player to run out of "ammo". The weapon can continue to fire without extra heat sinks with the slow cooldown but the player would need to use new heat sinks to reliably fire continously without waiting for a cooldown.tjzsf wrote...
To Polka: what I have heard is that this was prototyped and tested, and ultimately ditched because play-testers would just hide behind cover, pop off a couple shots, camp and wait for the heat to drop, then rinse and repeat without bothering with the reloading. This is rather similar to how gunfights actually work. This was also discarded in favor of encouraging players to charge into battle guns blazing, because even if you're an Infiltrator who's supposed to shoot from cover far away, you'll run out of clips and have to fall back to your SMG.