Terror_K wrote...
It's not hard to give more depth and balance to the weapons system; the concept is no different than doing the same in a good fantasy RPG. It's all about the attributes of the weapons and giving some high values in one attribute and low values in others, while other weapons have different higher and lower values. This way a player has to decide whether they want more damage or more accuracy, more damage or more shield/armour bypass, more clips/less overheat for less damage, or less clips/faster overheat for more... stuff like that. The problem with ME1's weapons was that they barely did this, and generally when you came across a better gun it was better across the board, with a few exceptions.
That's my whole point, it wasn't deep, because they didn't do that. You keep saying ME2
is shallower, and I mean in this regard in particular, I don't see any basis for that. I've explained why.
Terror_K wrote...
ME2 kind of does this, but its limited to the types of weapons, and there's essentially only one weapon of each type, so once you've found that one you want there's no need to ever change or look for something new (on top of that there's never a need to look for anything new because its always in the same damn place and you always know where it is and how to get it).
If you mean theres one HEAVY shotgun and one ASSAULT shotgun then that is true. But it is completely irrelevant. The fact that there is a heavy shotgun and an assault shotgun at all, and that I have to pick one, is precisely what ME1 lacks. That makes ME1 shallow.
Terror_K wrote...
ME2's system was essentially "get your favourite gun from the same place it always is... use it until end game" which is boring and lacking in variety. The weapons hold no more significance than coming across the next gun in Doom or Quake. At least ME1 (if you avoid the Spectre Weapons) made you hunt for the best weapons and best armour in the game. Even in the case of the Spectre Weapons they weren't just given to you; you had to buy them, which wouldn't have been so much of a problem if the economy wasn't so damn broken and cash was easier to find than a drunk Irishman.
If you enjoy that, that is fine. It didn't add anything in particular for me when looking for armors or other equipment. I don't see how randomization contributes to depth, however. If anything, it has a strong potential to break it because it creates situations where you just use whatever is statistically best because the RNG generated it, rather than choosing from a range of arguably equally effective but different options.
Terror_K wrote...
And you may say that the Vs. Organic and Vs. Synthetic ammo mods had a problem, but I found that added extra depth and made you plan your upcoming battles, which was something ME2 lacked entirely. Sure, it was an easy swtich to make on the battlefield, but one still required to get out of combat and make a switch to do so, and if they brought back weapon mods and combined them with ME2's loadout system for the third game (i.e. you can only mod your weapon at a loadout) this mechanic would work even better, since you'd have to choose even more carefully for the mission ahead.
I don't recall actually having to get out of combat to switch mods on the PC version at least. Save was disabled but not the inventory screen. That's why I don't think its deep. You don't have to plan. You just have to put up with the inventory screen repeatedly.
Modifié par Xpheyel, 30 avril 2010 - 03:00 .