iakus wrote...
Inventory was fixed, but more in the way you "fix" your dog or cat.
I just gotta say, this has to be the
best line I've seen on these forums to summarise the issue. [smilie]../../../images/forum/emoticons/grin.png[/smilie]
Il Divo wrote...
Mods were a good first step, but so are upgrades. Both need to be taken a step further however. My biggest
problem with Mass Effect is that it seems like Bioware thought they could get away with using the standard rpg formula where you give your players 100 different items to sort through. I don't think that really works for something like Mass Effect. For an rpg/tps hybrid, researching unique upgrades or building unique weapons really should have been the road to take from the start. As others have pointed out, we're Commander Shepard, not some poor fool on the run from the law.
It's a hard thing to do when you're established as a badass from the start rather than being a peon who grows, and that's also the problem many had with the stat-based weapon skills. It personally didn't bother me
because I can seperate gameplay mechanics from narrative, and if you started off completely skilled up and had all the best gear from the start there'd be nowhere to grow, which would kind of defeat one of the main purposes of playing an RPG.
To me things like Collectors dropping thermal clips, squaddies running around in no protection and fighting in exposed space and hazardous environments with only a breather on, etc. ruins any immersion and sense of accurate realism far more than these issues, because to me they're purely gameplay related, just like gaining XP and investing in skill points overall is. That's not to say I don't understand the problem others have with these things, but that, personally, it's something I can easily ignore. Because I'd rather have some RPG progression that doesn't make much sense than have no progression just to fit what's been established.
Researching was definitely too linear, and came without any real trade-offs, while at least the weapon mods of ME1 forced you to pick and choose a little and allowed a little customisation of your weapons. I'm sure some will
say that the mods had barely any effect and that most people modded their guns the same, but I personally disagree, and in either case it's still more customisation than ME2 had, and another case where the
concept is fine and with a few more potent mods that made more of a difference it could be something really special.
I have to admit that in a few cases researching
did solve the "best gear" issue in a few cases: finding and scanning the Collector weapons and the gun on Kasumi's mission for instance make sense as being weapons Shepard wouldn't have access to by default, but I think that if you let this type of thing rule your game you're going to end up with a very limited form of progression and/or a lot of forced situations for Shepard to come across something unique (how many times can the weapon in question be a prototype, rare collectable or unseen alien technology before it becomes trite?).
Modifié par Terror_K, 16 août 2010 - 04:28 .