Pocketgb wrote...
Terror_K wrote...
It's an RPG, and thus should be about numbers. Those are what determine the variety of the items in RPGs...
Not always. Fire or Ice damage, good vs. big monsters or good vs. small monsters, good at short range or long range?
What determines the variety of items in RPGs is function, and numbers are only a part of that.
Those are additional effects though. Without base stats backing them up, they lack substance, choice and trade-offs. This was exactly the problem with ME1's armour for instance: it didn't have any base stats and didn't even act like armour, and was more akin to wearing a bunch of rings or amulets that gave bonuses. If you don't have base stats that stretch across all items of the same type then you essentially just have power-ups. RPG objects of the same type need a common ground that spreads across all items of the same type. ME1 had this, ME2 did not.
Pocketgb wrote...
Terror_K wrote...
But ME2 didn't actually fix the problems, it just eliminated them by throwing them out entirely. That's not fixing at all...
Trashing what's broken to start anew. Thought we went over this?
I thought so too, but people still keep claiming that ME2 "fixed ME1's problems" when it did not. And I'm still a firm believer that ME1's system was not beyond repair.
In either case, if one is going to throw something out, whatever replaces it should be a superior system that does what the original intended to do in every way and perhaps more. ME2's replacement systems didn't, and were in fact shallower and simpler. The reasons these systems "worked" is because they were so simple and lacking in complexity that they simply couldn't really fail. That's not an improvement in my books. It's like replacing a car with a skateboard, because a skateboard doesn't have an engine or a whole bunch of mechanical parts that can go wrong. Of course you aren't going to have engine problems when you don't have an engine.
Pocketgb wrote...
Terror_K wrote...
And ME2's system just brought on a whole bunch more problems, which are less forgivable to me because they stem from bad ideas that lack in depth as opposed to good ideas that tried but simply failed.
Good ideas? Speak for yourself. The mechanics mixed with the way gameplay was presented just did not sync well for me. In a more traditional RPG setting? It'd be awesome. Not so much if you're attempting to meld it with third-person-shooter gameplay.
I like the way combat feels this time around as well as the way armor and weapons work. I wouldn't be too upset to see them expand on customization in this regard (something both games lacked to varying degrees) and to see what else they can come up with in regards to cooldowns.
Regardless, I don't really feel that Bioware is the developer to come to when expecting 'in-depth' RPG mechanics. They can definitely be interesting from time to time, that's for sure, but for what they have in variety is lost in lack of balance.
Besides stats determining your ability to hit things, I fail to see how the other elements interfere so directly with the combat of Mass Effect. You could easily still have an ME2-esque combat system without eliminating and simplifying inventory, customisation, exploration, weapon modding, having stats on items, skill-based hacking and decryption, more class abilities, etc.
I mean, really... if the stat-based RPG combat was the bathwater and the other RPG mechanics were the baby, did the baby really need to be thrown out with the bathwater?




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