Soruyao wrote...
Lets see, was the inventory system in ME1 more complex than the one in ME2? If you remove all the vendor trash you have 2 and sometimes 3 weapons in each weapon type (of which there are 4) that look different besides simple color swaps. You have 1 and sometimes 2 ways that those weapons actually fire (geth pulse rifle), but that you will only use one of because the stats are better.
You have weapon mods that barely change the way the gun works besides making it hit slightly harder or making it fire forever without ever overheating.
When you cut out all the illusory choice you end up with everyone's guns ending up being a spectre weapon with frictionless, and everyone's armor being a collossus something or other with two HP/shield/make me not die mods in it. ME2 seems like it has less complexity until you realize that everything you see is actually there. WYSIWYG
Was the leveling system more complicated? Here was a bunch more illusory choice. Lets take the soldier for example: Every soldier leveled their weapon skill first so they could actually do damage. Then they put points into armor so they could wear heavy armor. Then they put points into shields and fitness and their class skill, which all do exactly the same thing. (Make you die slower) 3 or 4 times a mission you stop your combat and go into a menu and pick which incredibly small incrimental upgrade you feel like adding. Sometimes you get an ability like fitness, which makes you not die, or marksman, which makes you just shoot better, or shield boost, which makes you not die. Then you get adrenaline boost which lets you use your two abilities which make you not die and your ability that makes you shoot better again.
There's so much choice here, I mean, you could put points into one of your abilities that make you not die, or the OTHER ability that makes you not die! Or the one that lets you melee slightly harder and lets you shoot better and make yourself not die more often!
WOW. that's super complicated! We have 2 abilities that do the exact same thing, and 1 ability that just makes your gun shoot a little faster. Thrilling. This is the pinnacle of RPG progression.
Truly, ME2's system pales in comparison to the INCREDIBLE choice offered by ME1's amazing system. I recind my argument, ME1 was the most RPG like RPG ever, and ME2 isn't an RPG at all. The fact that the choices in ME2 actually matter and influence your playstyle but happen less often is totally EAware dumbing down the game for the stupid and illiterate shooter children who don't write intelligent posts ever or bring up actual issues with what anyone on my side says about this.
I want vendor trash. If you disagree with me on any one of these points, you're an idiot.
And a dumb face.
You seem bitter whenever someone bring up ME2 lack of RPG mechanics, and I can see why... Maybe your real interest in RPGs are the story and characters. Maybe classic RPG mechanics as stat planing, character building, strategy, etc; bores you. But that's part of an RPG love it or hate it.
You got to understand, there's a lot of people, including me, that loved the first game, with its flaws and all, and maybe we were expecting a game more like ME1, but fixed, instead we got a streamlined shooter with little to no RPG mechanics.
You also seem to forget that not all RPG gamers like shooters, its like there is this stupid fassion that if you like games you automaticaly GOT to like shooters, its not. ME1 had the shooter and RPG mechanics in a well balanced matter, ME2 is definely more shooter. On top of that, instead of fixing the problems ME1 had, BioWare choose to scrap them completely, they choose to focus on shooter fans making the shooter mechanics more interesting, intead of fixing the RPG mechanics to please their core audience.
That's one of the main reasons of why there so many complains.
I hope ME3 can mend this and mix this two faces of the same coin in a more balanced and subtle way, because right now the house is clearly divided.
Modifié par lukandroll, 16 février 2010 - 06:50 .