uberdowzen wrote...
Oblarg wrote...
Problems with ME2:
1. Inventory and Character Building.
It was dumbed down. There is no way around it. Fewer abilities (only three per squad member with the exception of Shepard? Honestly?), completely linear gear progression (if you can even call it gear progression), and general lameness (everything was bland, even with the ability evolutions). Please bring back the inventory for ME3. Also, weapon skills are not a bad idea, however ammo works better as an upgrade than as a skill.
Companions with fewer abilities encourage you to manually level them up (in ME1 I pretty much always used auto level for companions), ability evolutions let you create more unique characters and the inventory in ME1 was just a waste of time.
Now I have to agree with OP, because even what you think about Oblarg is right, it was dumped down. NOw I do agree that inventory system was waste of time, but all others where also dumped down. Many customation was rememved, like ability choose armor for squad members. Ability modificate weapons and armors. Also the powers/skills where redused only few, what did not leave much choises to choose. I don't mean that all ME1 skills where done fine, but at least there was more of them. It's like all skills are just combat related, but not even single non combat one. RPG isn't just combat, there is othe social and technical skill prossibilities. Example hacking and by pass, they where totally now about players skill, nothing to do with character abilities. It may work fine, but it's not what RPG is.
uberdowzen wrote...
Oblarg wrote...
4. Ammo
The first system worked fine, changing it was unecessary and just detracted from the experience. Running around after thermal clips is not fun. It also created some rather glaring holes in the lore (oh yeah, these people who have been shipwrecked and cut off from society for ten years have access to technology that was developed two years ago!).
Overheating wasn't much fun at all. It either meant that you could fire almost constantly without pausing (my Vanguard character only overheated like 3 times for the entire game) or you had to be ultra careful. I never have to run around after thermal clips (they basically wave them right in front of your face) and, honestly, it's a lot more fun than overheating in the middle of combat.
Some stuff in ME1 system worked, but not all of them. I agree running after clips in ground isn't really good, but ability by pass overheat with weapon mods isn't anyting better, because it allowed infinite ammos. What changed hole game just gun blazing rush to battle and tactics become obsolite. Also ability overheat enemies weapons was beyond idiotic. Who to hell brings weapons in battle what can be disabled by remote by enemy. Even our real life army electronics are protected agaist that. Also in ME1 example pistol did not feel like pistol, more like machine gun. Let me put this easyer way.
Good things in ME1 was ability modificate ammos and how covers where more natural way. Every other aspect was done better in ME2. Bad thing in ME1 was how weapons feeled, how uber weapons and armors could be, ability py pass the overheat system and ability jam enemy weapon by remote. Bad in ME was need to collect clips from ground and way too many cover possibilities every where.
uberdowzen wrote...
Oblarg wrote...
8. Linearity
There plot is overwhelmingly linear. I spent the entire game wanting to tell the Illusive Man to go eat ****, but couldn't until the very end. I had Kaiden tell off Shepard for something which I, the player, also would have told off Shepard for, yet I had absolutely no choice in the matter because there simply was no option there. Linearity itself isn't much of a problem, but the game sets up a moral spectrum and wants you to make choices based on it, yet the most fundamental choice isn't yours to make. The entire "working for Cerberus" plot was hamfisted and unconvincing, and I hope more believable options will be available in ME3. Even past the Cerberus mess, the only major plot branching was based on one decision at the very end, and whether or not you had completed all the character sidequests. Lame. Also, punishing players who walk the middle ground between Paragon and Renegade by making it impossible to resolve the crew conflicts by doing so is stupid design.
I never really understood this, how is the plot more linear than ME1? I'll admit that at first working for Cerberus is somewhat jarring, on the other hand it creates interesting moral choices. Also what's the alternative? If you don't except Cerberus' offer, there's no game. You also seem to be forgetting that in ME1 there was no choice about you becoming a Spectre, or about being sent into the traverse after Saren. ME1's plot wasn't swayed that much based on your choices either.
Yeah, this is what I don't get too. I do see differences between how the main story was run, but linearity was same in both games.
We players have many time asked, that developers does games where our choises actually matter, meaning that there is real consequences from our choises. When they do that, we complain about we don't like those consequences. The moralty or actually it's reputation system is all about consequences of our choises. I do agree that sometimes there could have more choises to handle situation, but that's other matter.
If I really compare ME1 and ME2 moralty system, then I would hava to say, that ME1 was badly done, because it allowed players to bypass all choises where could have been issue for player. I ques I have to explain this, so it's easyer to understand. In ME1 when you do choises, you just choose want Shepard will say. How ever, when there is moral problem, it all comes down how many point you have put in persuade/intimidate, what player can use bypass the issue. Meaning the choises what you made was not connected you ability bypass issues. This is what some players call freedom and good RP. I disagree big time.
Because in reality you just take easy way out to get allways positive outcome. In ME2 there is no easyway out, you choises what you make will have affect, you may have no choise anymore left, because you own made choises in past. This is what some players hate, consequences of they own actions. They feel like it restric they freedom to roleplay, when it's opposite, it's the real roleplaying to be forced to deal you negative ourcome of your own choises.
How ever, there where few situation in ME2 where player had to choose, when player could just wanted to stay neutral. So, neutral path wasn't so well done, it was sometimes too much moralty be good or bad. How ever, complaining about unablity deal negative situation, because players own choises, isn't good thing.
Best example is squad member fight situation, the choosing. Many player can't deal the situation that they can't get both as loyal, when they know it's possible. Only thing what missing from those choises was ability stay neutral and have consequence to lose both loyalty. Ask you self, are you mad because there was no possibility stay out of the fight and lose both loyalty or because you did not have choise to make them both loyalty?
Modifié par Lumikki, 29 mai 2010 - 10:52 .