Biotics were apparently a necessary sacrifice to streamline the combat in ME2, being marginalized to let the shooter aspect shine more brightly. I've accepted it for what it was: a rebalancing, though it was done in the worst way. Biotics were made worse, or less effective, instead of making the other two facets of combat more creative and viable.
I don't see why, honestly. I still enjoyed my Vanguard in ME2, and the entire game as a whole, immensely. I could not argue if they were "Fun" or not, but they definitely weren't "useless". But, there's a snag. I recently went back to ME1 to finish an Engie playthrough to import, and thought I'd play my old Vanguard for memories sake. It was unquestionably more exciting. My transition back to ME2 did not leave me wanting for more in the sequel (which I perceive to be superior in many ways), however. As I've said, I've accepted ME2 for what it was: ME1-lite with smoother combat sequences. Not better, not really worse, just different. In that regards, I'm not expecting any patches or gameplay buffs or nerfs to ME2. They're simply not needed. Mission accomplished: ME2 is balanced. Optimality isn't as clear cut anymore.
Yet, what I want for the finale of the series is something exponentially more, both functionally and visually. I can best describe it as such: it's just plain wrong (not morally or anything, just very dissapointing) to depict biotics in cutscenes the way they are, and make the most effective biotic in the game a pulse of blue-wispy stuff.
As a fan only, and given the recent comments from some Bioware employees (I almost **** myself (nah, not really) at the response to the nudity criticisms), I'm in no positiion to demand anything. And truthfully, they can not change a thing about the combat in ME3 and I'd still pre-order it and buy it day one. Regardless, I do understand what it's like to receive constructive criticism, and I believe the intention of this thread could only leave a positive impression upon any reps of devs that hopefully see this. Disclaimer: I'm no game developer, and I only can offer a fan's speculation on the capacity required to put my suggestions into effect. So if Bioware could be so kind to keep any "lol noob"s within the office, I'd appreciate that.
Make Biotics a grand spectacle. I see, in cutscenes running off the game engine, epic uses of biotics. It makes your own capabilities feel puny in comparison. It would be great to throw up a large Barrier that could could cover the entire squad in an umbrella-bubble of sorts, and required player input to maintain. The concentration needed to pull it off could be replicated in requiring the player to repeatedly press a button (a la MGS4 or MW2), which becomes harder to for how ever long the Barrier is in effect. You could have specced versions fire a bust that damages enemies when the Barrier is removed or destroyed.
Or how aboult condensing Throw, Pull, and Slam into one grassroots-kind of biotic that just lets you control an enemy directly; you could push, pull, lift or slam the opponent at your discretion.
Or having a chainable Charge attack, and watch as your Vanguard zooms about the battlefield wreaking havoc.
The scope of such a force in the ME universe is both a gift and a curse for you, Bioware. It gives you plenty of abilities to make the players feel like a grand badass, flinging enemies about like screaming playthings, yet it causes design challenges and balancing nightmares to make the game at least some challenge.
No GCDs. I see what you were aiming at with this one, but no. Don't force the player to shoot their gun by making sitting there the only alternative because of global cooldowns. Compel them to pull the trigger. Making the player powerless by using their powers is counter-intuitive. Quite simply. Even the shortest cooldown is too long, and it really trivializes the point of being able to do anything but shoot a gun.
Furthermore, it makes you rely on your squadmates more, which is unneeded. They were always nothing more than extended movesets, but now they are only good for getting rid of armor, buffing the party with damage bonuses or ammo types, or CCing an enemy that's about to kill you. I'd like to see you incorporate the effectiveness of your squad into your main character, and individualize them so they can function on their own.
I could see a set piece or special attack requiring the player to be exhasted, and in effect, powerless, but no regular attacks that should be a part of the average player's repertoire. (Yes, make the GCD set piece/SA grand.)
There is no perfect system for policing biotic abuse, but it should really be incumbent on the player's skill whatever it is. I've always felt cooldowns sucked. In all capacities and games. Why not let me use a skill after I use it? Why not instead make it less effective, or make the AI (the AI needs a serious overhaul by the way, Bioware (I know it's tricky, but seriously, damn)) adapt to use a counter move if I abuse a certain skills? It makes the combat more livlier than the "point and shoot and sit behind cover until you can point and shoot some more" that the combat is currently.
All Biotics are not created equal. The reasons why magic in games like Final Fantasy were so popular is because they came in tiers of power. There was the spammable low magic, the middling buffs and degens, and the powerhouse "wait three turns to cast" magic. There was a wide variety for every situation. All the basis were covered. It was fun and smart, and hasn't changed in the decades since its inception. It just works.
Biotics are undeniably the magic of Mass Effect. But they're so cookie cutter. There's really no "pure damage" biotics (Heavy Warp/Rave is really only good for getting rid of protection, you're always better off just CCing them off a cliff or shooting them when enemies are in the red). It's just degen, one buff and CC. And they all squeeze into on GCD system which really diminished their individuality. I'm not saying jack the tried and true formula FF has been using since forever, but incorporate some elements that allow biotics skills to stand out on their own.
The big difference is obviously that ME is an action RPG compared to FF and those similar being turn-based primarily. I understand that it can't be 1:1, but that's not what I'm asking for. The roles don't necessarily have to be defined and categorized, but there'es just no real imagination behind biotics right now. Singularity at its purest is obviously more powerful than Pull, but they're treated the same.
These are just a few things I think, but I'm curious to know how others feel about how they want biotics in ME3. Everyone won't agree, and everyone wants different things. But when you look at that 52 page Biotic-bash thread, the majority of the dissenters don't hate ME2--or even biotics!--they just want them to fuction more fluidly, and bring back the reckless fun they inherently provide. I can't say that I blame them.
Biotics in ME3: Giving Power to the Players
Débuté par
MGIII
, févr. 08 2010 05:26
#1
Posté 08 février 2010 - 05:26




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