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Disappointment With Mass Effect 2? An Open Discussion.


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#1176
Terror_K

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uberdowzen wrote...

Terror_K wrote...

I'm not arguing here as to what is the better solution. I'm just stating that its an RPG element that's been greatly reduced and replaced by a shooter one. The same goes for everything you've commented on, because that's what we're talking about here. Which method is better is another matter entirely.


So, you're saying that something that works better should be sacrficed to make the game more RPG-Y?


No, what I'm saying is that the RPG shouldn't be sacrificed merely for something that works "better" if it doesn't add anything and goes for the easy solution. As I've said countless times, the methods of "repairing" the broken systems of ME1 aren't really fixing them at all, but instead opting for the easiest and simplest "solution" to the problem: NOT solving it and falling back on simple mechanics that work because there's no complexity to them and they've been done so many times before. And just because an alternative solution works well doesn't mean it suits the style of the game. This applies to much of Mass Effect 2.

I mean, if fans kept saying that there's too much talking in ME2 and not enough combat, and BioWare responded in ME3 by taking out dialogue choices entirely, would that be an appropriate solution to you? If fans complained that you couldn't customise your squadmembers and BioWare removed quad members entirely, would that be an appropriate solution to you? No... I didn't think so, but that's essentially what they did to "fix" ME1's problems in ME2.

The easiest and simplest solution is rarely the best one, and when you're dealing with a genre that's defined by the fact that it usually has more depth and options than most genres, its just a downright bad decision to oversimplify it. What works better in a shooter or any genre of game that's not meant to have some depth doesn't mean it works better in an RPG. It's all about style and context, and things don't break as easy when they don't have as much moving parts.

I think 4 completely different vanguards is going a bit far. Explain how they are all different.


I had one that specialised in shotguns and lift, one who was pistols and throw and lift (with sniper rifles as a bonus talent), one who was warp, barrier with shotguns, and one who was pistols and shotguns and tactical armour. I played them all quite differently, despite them being the same class.

Actually in most RPGs weapons do feel quite a bit different from each other. In fantasy, you have sword attack speeds, damage, crit chances, enchantments. In sci-fi, you have accuracy, attack speed, bullets per clip, reload time etc. ME2 seems to fulfil that criteria better than ME1 did.


But its all measured by stats and performance, not the actual feel of the weapons. ME2 pretty is all about feel, like a shooter.

But in ME1 they didn't have bonuses either, so how is it more RPG-Y in ME1?


Aside from having mods, its more RPG-y in ME1 because there are a greater selection of armours with statistically common elements that allow you to compare and determine which functions better or which you'd prefer to use. ME2 armours are basically just a bunch of bonus items when it comes down to it, because they have no common statistical values to use as a comparison. They don't have any protection values likes armours usually do that are common to all similar pieces, it's all just bonuses to certain random attributes. It's more like wearing a bunch of rings or amulets over your body than actual armour. Pieces share no similar functions to other pieces of the same type.

So does that mean that Oblivion, Morrowind, Fable, Diablo, Fallout 1-3 aren't RPGs? Because if those had companions at all you couldn't change their equipment.


You could in and Morrowind Oblivion (with companions added via mods), and in Diablo 2 and Fallout 3. Again though, I'm saying this is a step-back from ME1 here more than anything, and in ME1 you could fully kit out your companions as much as you could yourself.

I've said it before I'll say it again, there's a difference between Role playing and RPG elements. A RPG is a game where you make choices that affect the story. That's it. Inventory, stats and non-linear environments do not define an RPG nor are the required for a game to be one.


A common misconception that's only come into existence in the last five or six years, and one I'm personally sick of. There are plenty of games out there that allow you to make choices that effect the story that aren't RPGs, are never officially considered to be RPGs and never claim to be RPGs. Heavy Rain is a recent example, but you can go back to games like It Came From The Desert as far back as the late 80's for other examples, or even things like Maniac Mansion or Indiana Jones and the Fate of Atlantis. Without some form of statistical character progression a game is not an RPG. There are also plenty of games that are RPG's with next to no choices or real dialogue beyond shop banter, but they are still RPGs (heck... some of them are even AD&D based, like the old SSI ones).

In either case, what defines and RPG and what makes a good and deep one are also two different things. I'm personally a huge fan of narrative-driven and cinematic RPG games, even if I know its not what defines them.

Completionist players who go off and no N7 missions and side quests do get more XP.


Yes, but even they are static. What ever happened to choice and variation? What happened to get rewarded for putting in that extra effort and trying to find more? It's like giving the entire class of kids in school an A+ on all their tests for just doing it, no matter how well they actually did.

And what do you mean that you're not sure the XP system is real?


What I mean is that I'm not even sure if the amount of XP you're given is based on anything you've done. For all I know its just a random number that's thrown at me that has nothing to do with anything to give the illusion of being an RPG and having XP. For one thing, its mighty suspicious that the XP I earn in every main mission is just the amount I need to make it to the next level, no matter what level I was before and what I did. I highly suspect the XP is just an arbitrary value that's calculated solely based on your previous level and mathematically designed to appear as a genuine amount of convenient XP needed to progress to the next one. If that's the case, this game isn't even an RPG at all, and is merely a shooter in RPG clothing. 

You can often talk your way out of things in ME2. There was nothing like Noveria (which is a shame) but just look at virmire. There was basically only one way of dealing with that, same with Feros and Therum. And Ilos. And the finale.


Feros had it so you could help the colonists or not (to varying degrees too), and gave you the choice of using thorian grenades or just killing them (also with varying degrees) as well as dealing with Shiala and whether you even talked to Dr. Baynham and Ethan Jeong and sorted out their issues. Virmire had the Wrex choice, the Kaidan/Ashley choice and whether to help Kirrahe's squad out or not along the way. Ilos and the finale were admittedly linear, but by that point the plot really was a race against time, so having additional methods and sidetracking wouldn't make sense (the game itself already pushed this concept a little far as it was throughout).

Modifié par Terror_K, 05 mai 2010 - 11:44 .


#1177
tonnactus

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DaringMoosejaw wrote...

I'm not really seeing what much this has to do with customization or why ME1 was so much better at it because you could use it on larger things.


You talk about the evolution of abilities.I show you how this was better in Mass Effect.And you could also throw more then one enemy in this game.

#1178
tonnactus

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uberdowzen wrote...

You wouldn't have a problem with charging enemies because all classes can use melee. That deals with Creepers and Husks,


What??
Melee helps against one creeper or at best two,when where is enough room  to go back.Otherwise someone with singularity,lift and throw is priceless.And dont even start with husks.Even laying on the grown they perform the electric blast attack sometime.Husks where some of the most dangerous enemies in Mass Effect, even able to kill shocktrooper soldiers with immunity on. Not these jokes we have now.

#1179
tonnactus

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uberdowzen wrote...

Weapon modding hasn't dissappeared, it's been incorporated into the research system.


Holy ***. That you call modding? You have one linear given path,you dont choose how and what.
Is it possible to give the smgs accuracy upgrades?No.Is it possible to give assault rifles two accuracy ipgrades.No.The player couldnt even decide in which order he want to upgrade his weapons.Headshot upgrade first,or armor piercing.No,one after the other.

Its so sad that even a shooter like dead space offers the player more freedom how to upgrade a weapon then Mass Effect 2.

#1180
tonnactus

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uberdowzen wrote...

I think 4 completely different vanguards is going a bit far. Explain how they are all different.



Vanguard with hacking.Vanguard with decryption.Vanguard with sniper rifles.Vanguard with singularity.

First was more for some fun with geth.Despite the fact the vanguard couldnt use omnitools(its a joke in Mass Effect 2 soldiers and infiltrators got the same cooldown on a bonus tech or biotic ablity) adrenaline burst allow it to use this ability quite often.Vanguard with decryption:Lift enemies,shoot,they land,sabotage their weapons,adrenaline burst,repeat.

Vanguard type 3: No,its not the same like in Mass Effect 2,because the vanguard had access to the assasination shot that increase the damage sicnificantly.
And he could the sniper right at the beginning.
The same would be a vanguard with cloak in Mass Effect 2.

The last one doesnt have to be really explained.

#1181
Jebel Krong

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tonnactus wrote...

uberdowzen wrote...

Weapon modding hasn't dissappeared, it's been incorporated into the research system.


Holy ***. That you call modding? You have one linear given path,you dont choose how and what.
Is it possible to give the smgs accuracy upgrades?No.Is it possible to give assault rifles two accuracy ipgrades.No.The player couldnt even decide in which order he want to upgrade his weapons.Headshot upgrade first,or armor piercing.No,one after the other.

Its so sad that even a shooter like dead space offers the player more freedom how to upgrade a weapon then Mass Effect 2.


as opposed to mass effect 1's no-doubt-amazing "system." :?

#1182
Jebel Krong

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Terror_K wrote...

uberdowzen wrote...

So, you're saying that something that works better should be sacrficed to make the game more RPG-Y?


No, what I'm saying is that the RPG shouldn't be sacrificed merely for something that works "better" if it doesn't add anything and goes for the easy solution. As I've said countless times, the methods of "repairing" the broken systems of ME1 aren't really fixing them at all, but instead opting for the easiest and simplest "solution" to the problem: NOT solving it and falling back on simple mechanics that work because there's no complexity to them and they've been done so many times before. And just because an alternative solution works well doesn't mean it suits the style of the game. This applies to much of Mass Effect 2.

I mean, if fans kept saying that there's too much talking in ME2 and not enough combat, and BioWare responded in ME3 by taking out dialogue choices entirely, would that be an appropriate solution to you? If fans complained that you couldn't customise your squadmembers and BioWare removed quad members entirely, would that be an appropriate solution to you? No... I didn't think so, but that's essentially what they did to "fix" ME1's problems in ME2.

The easiest and simplest solution is rarely the best one, and when you're dealing with a genre that's defined by the fact that it usually has more depth and options than most genres, its just a downright bad decision to oversimplify it. What works better in a shooter or any genre of game that's not meant to have some depth doesn't mean it works better in an RPG. It's all about style and context, and things don't break as easy when they don't have as much moving parts.


just taking your examples there - they are not comparable because dialogue choices and squad members are integral to the mass effect games so far - your inventory and upgrades/customisation are not. taking the major features out would drastically alter the games, but the same wouldn't apply to other features, so essentially you are saying what uberdowzen paraphrased.
btw the easiest and simplest solution is often the best one, too.

#1183
Terror_K

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Jebel Krong wrote...

Terror_K wrote...

uberdowzen wrote...

So, you're saying that something that works better should be sacrficed to make the game more RPG-Y?


No, what I'm saying is that the RPG shouldn't be sacrificed merely for something that works "better" if it doesn't add anything and goes for the easy solution. As I've said countless times, the methods of "repairing" the broken systems of ME1 aren't really fixing them at all, but instead opting for the easiest and simplest "solution" to the problem: NOT solving it and falling back on simple mechanics that work because there's no complexity to them and they've been done so many times before. And just because an alternative solution works well doesn't mean it suits the style of the game. This applies to much of Mass Effect 2.

I mean, if fans kept saying that there's too much talking in ME2 and not enough combat, and BioWare responded in ME3 by taking out dialogue choices entirely, would that be an appropriate solution to you? If fans complained that you couldn't customise your squadmembers and BioWare removed quad members entirely, would that be an appropriate solution to you? No... I didn't think so, but that's essentially what they did to "fix" ME1's problems in ME2.

The easiest and simplest solution is rarely the best one, and when you're dealing with a genre that's defined by the fact that it usually has more depth and options than most genres, its just a downright bad decision to oversimplify it. What works better in a shooter or any genre of game that's not meant to have some depth doesn't mean it works better in an RPG. It's all about style and context, and things don't break as easy when they don't have as much moving parts.


just taking your examples there - they are not comparable because dialogue choices and squad members are integral to the mass effect games so far - your inventory and upgrades/customisation are not.


The only reason they're not integral to the Mass Effect games now is because of Mass Effect 2. They were certainly integral to the original Mass Effect I would say, along with planet exploration and looting, amongst other since missing or watered-down factors. By the same logic if they did do as I hypothesised in ME3 then those factors would no longer be integral to the Mass Effect games.

taking the major features out would drastically alter the games, but the same wouldn't apply to other features, so essentially you are saying what uberdowzen paraphrased.


Some would say that Mass Effect 2 is a drastically altered game than the original. In fact, a lot of people have said that. Multiple times. That is in fact one of the major overall issues many fans have with ME2.

btw the easiest and simplest solution is often the best one, too.


Well, let's just turn Mass Effect 3 into "Gears of War with dialogue"entirely then shall we, instead of just going about halfway there like they did with ME2. Let's just go ahead and make Mass Effect 3 even more like every generic shooter out there on the market.

Sorry, but no... chucking out anything that was even remotely griped about in Mass Effect entirely and replacing it with the simplest and shallowest systems possible is not the best solution. It's not even really a solution at all, it's the easy answer: eliminate the problem by eliminating the issue. That's like curing all disease and eliminating war by destroying the entire human race -- no humans, no war and disease.

#1184
megatron999

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But it is the same system!

The dialogue functions and choices directly effect how you play the game. For example if your neither para/renegade then you have a balanced game.



If your either a full renegade/paragon this will then influence your choices later on.



I think your all missing the point that ME is trilogy so the events in ME1-2 will directly affect how you play



For example if you choose to let tali's father take the blame for endangering the flotilla then this may lead to a quarrian civil war in ME3.

#1185
Jebel Krong

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Terror_K wrote...

Well, let's just turn Mass Effect 3 into "Gears of War with dialogue"entirely then shall we, instead of just going about halfway there like they did with ME2. Let's just go ahead and make Mass Effect 3 even more like every generic shooter out there on the market.


ignoring the hyperbole of your last paragraph... even if they turned the combat of me3 into something even more akin to gears (and with the powers system etc it's never going to be exactly that) - and i do expect them to refine combat even more - as i already said, mass effect is about so much more than just combat or just story or dialogue or characters - it's about all those things together in one cohesive whole. i have no problem removing some of the superfluous extras if they don't work or serve no purpose other than "pretend depth."

Modifié par Jebel Krong, 05 mai 2010 - 03:18 .


#1186
Vena_86

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Jebel Krong wrote...

Terror_K wrote...

Well, let's just turn Mass Effect 3 into "Gears of War with dialogue"entirely then shall we, instead of just going about halfway there like they did with ME2. Let's just go ahead and make Mass Effect 3 even more like every generic shooter out there on the market.


ignoring the hyperbole of your last paragraph... even if they turned the combat of me3 into something even more akin to gears (and with the powers system etc it's never going to be exactly that) - and i do expect them to refine combat even more - as i already said, mass effect is about so much more than just combat or just story or dialogue or characters - it's about all those things together in one cohesive whole. i have no problem removing some of the superfluous extras if they don't work or serve no purpose other than "pretend depth."


Yes, Mass Effect is all those elements together...or atleast it used to be befor ME2 which ony has (on foot) shooting and dialogue. ME1 had shooting (on foot and vehicle based), dialogue, exploration and thought based customization. Are you saying that the later two elements are not important in an RPG? Then here comes the news: These are key elements of what many people expect from a good RPG that sets the game appart from one dimensional, repetative action games with presentation>depth.
If these elements dont work perfectly then the solution is to fix them, not remove them. Saying they serve no purpose in a RPG, as defined by the first game, is just wrong.

Modifié par Vena_86, 05 mai 2010 - 03:55 .


#1187
romeoblue

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Mass Effect is the first "RPG" I've ever really played. So, I'm not familiar on what qualifies as an RPG as opposed to a shooter type game.

I've played both ME1 and ME2 quite a few times to completion, and having just finished ME1 within the past week and started ME2 again I can say....

There is a definite difference in the tone between the two games. ME1 at times feels like a movie that you're watching unfold. And you're given a lot of wiggle room as far as how you allow it to unfold. With ME2 I felt like I'm just going from one battle to another. There are some really great role playing aspects thrown in along the way, but I felt for the most part I was just gearing up for the next fight; which isn't exactly what I want because that's not what I got with the first game. Sure there were fights, but I felt like the "in between times" had much more depth. In ME2 it feels like the "in between times" are just there to get you to the next fight.

And the loads screens seem to add to that. Granted, the long elevator rides leave a lot to be desire. But the load screens seem to take you completely out of the game.


#1188
KitsuneRommel

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tonnactus wrote...

Vanguard with hacking.Vanguard with decryption.Vanguard with sniper rifles.Vanguard with singularity.


Duh. An Adept with sniper rifle and Dominate is going to be totally different from an Adept with shotgun and Barrier too.

#1189
Tazzmission

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[quote]romeoblue wrote...

Mass Effect is the first "RPG" I've ever really played. So, I'm not familiar on what qualifies as an RPG as opposed to a shooter type game.
I've played both ME1 and ME2 quite a few times to completion, and having just finished ME1 within the past week and started ME2 again I can say....
There is a definite difference in the tone between the two games. ME1 at times feels like a movie that you're watching unfold. And you're given a lot of wiggle room as far as how you allow it to unfold. With ME2 I felt like I'm just going from one battle to another. There are some really great role playing aspects thrown in along the way, but I felt for the most part I was just gearing up for the next fight; which isn't exactly what I want because that's not what I got with the first game. Sure there were fights, but I felt like the "in between times" had much more depth. In ME2 it feels like the "in between times" are just there to get you to the next fight.
And the loads screens seem to add to that. Granted, the long elevator rides leave a lot to be desire. But the load screens seem to take you completely out of the game.
[/quote



i loved both games and honestly to me it didnt feel like gears of war like others clame. is me2 its own stand alone game? yes and i myself rarley play rpgs as well other than knights of the old republic and final fantasy. i never play shooters but both me games are both rpg/shooters and since when do people start calling mass effect 2 not a real (( rpg))? im now accusing you personal but im talking to the ones who believe they know what rpgs are about

#1190
tonnactus

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KitsuneRommel wrote...

tonnactus wrote...

Vanguard with hacking.Vanguard with decryption.Vanguard with sniper rifles.Vanguard with singularity.


Duh. An Adept with sniper rifle and Dominate is going to be totally different from an Adept with shotgun and Barrier too.


I explained it.If someone took the sniper rifle as a bonus talent in Mass Effect,he also get access to the assasination shot.
In Mass Effect 2 its just another rifle you have.And you got it after the half of the game.Shotguns need inferno ammo to be good and the barrier in this game doesnt protect nearly as good as it does in the first game.Additional to that that most biotics dont work if enemies have "protection".

Modifié par tonnactus, 05 mai 2010 - 07:58 .


#1191
uberdowzen

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[quote]Terror_K wrote...

No, what I'm saying is that the RPG shouldn't be sacrificed merely for something that works "better" if it doesn't add anything and goes for the easy solution. As I've said countless times, the methods of "repairing" the broken systems of ME1 aren't really fixing them at all, but instead opting for the easiest and simplest "solution" to the problem: NOT solving it and falling back on simple mechanics that work because there's no complexity to them and they've been done so many times before. And just because an alternative solution works well doesn't mean it suits the style of the game. This applies to much of Mass Effect 2.

I mean, if fans kept saying that there's too much talking in ME2 and not enough combat, and BioWare responded in ME3 by taking out dialogue choices entirely, would that be an appropriate solution to you? If fans complained that you couldn't customise your squadmembers and BioWare removed quad members entirely, would that be an appropriate solution to you? No... I didn't think so, but that's essentially what they did to "fix" ME1's problems in ME2.

The easiest and simplest solution is rarely the best one, and when you're dealing with a genre that's defined by the fact that it usually has more depth and options than most genres, its just a downright bad decision to oversimplify it. What works better in a shooter or any genre of game that's not meant to have some depth doesn't mean it works better in an RPG. It's all about style and context, and things don't break as easy when they don't have as much moving parts.[/quote]

All they did was remove the flab. You say there's heaps of options in ME1 but honestly, how much depth did they add to the game? You're talking as if this is the first step towards the death of RPGs but it's not. ME is one franchise and the story is a lot faster paced than some other RPGs (like DAO for instance). BW simply slimmed down the elements that didn't add anything to the game so that you could get into the plot quicker.

And you're just being ridiculous with the whole what if they removed dialogue thing. The dialogue is one of the two things that people loved about ME1 (the other being the combat). I don't remember many people saying "Oh I had this great experience in Mass Effect last night, while I was clearing out the inventory I found a weapon which causes 20 extra damage than my current one, that's gotta be one of the greatest gaming experiences ever." I do recall people saying how awesome things like discovering what's going on at Feros were.

[quote]
I had one that specialised in shotguns and lift, one who was pistols and throw and lift (with sniper rifles as a bonus talent), one who was warp, barrier with shotguns, and one who was pistols and shotguns and tactical armour. I played them all quite differently, despite them being the same class.[/quote]

Yeah, but when your character is in their mid 50s they've pretty much got all their talents (usually bar 1 that is almost complete) maxed out. Those just sound like classes you didn't have time to level up entirely. And bonus talents don't count because in ME1 they're useless.

[quote]
But its all measured by stats and performance, not the actual feel of the weapons. ME2 pretty is all about feel, like a shooter.[/quote]

So, if they printed out the stats on the screen for each weapon (and the stats are there they just don't tell you what they are) it suddenly becomes an RPG system? Sorry, I don't really get that.

[quote]
Aside from having mods, its more RPG-y in ME1 because there are a greater selection of armours with statistically common elements that allow you to compare and determine which functions better or which you'd prefer to use. ME2 armours are basically just a bunch of bonus items when it comes down to it, because they have no common statistical values to use as a comparison. They don't have any protection values likes armours usually do that are common to all similar pieces, it's all just bonuses to certain random attributes. It's more like wearing a bunch of rings or amulets over your body than actual armour. Pieces share no similar functions to other pieces of the same type.[/quote]

In ME1 my characters almost always wear the same suits of armor, because even though you say they're greatly varied, in actuality they're not. Your shield still deplete in about the same amount of time, you still ragdoll around on the floor for the same amount of time when a biotic gets you and you still have to take cover or you get slaughtered. In ME2, I actually enjoyed collecting armor parts and seeing what bonuses they'd give me and then colouring my armor in a completely unique way.

[quote]
You could in and Morrowind Oblivion (with companions added via mods), and in Diablo 2 and Fallout 3. Again though, I'm saying this is a step-back from ME1 here more than anything, and in ME1 you could fully kit out your companions as much as you could yourself.[/quote]

1) mods don't count. 2) You're saying that ME1 is a deeper RPG than Oblivion? That's insane.

[quote]
A common misconception that's only come into existence in the last five or six years, and one I'm personally sick of. There are plenty of games out there that allow you to make choices that effect the story that aren't RPGs, are never officially considered to be RPGs and never claim to be RPGs. Heavy Rain is a recent example, but you can go back to games like It Came From The Desert as far back as the late 80's for other examples, or even things like Maniac Mansion or Indiana Jones and the Fate of Atlantis. Without some form of statistical character progression a game is not an RPG. There are also plenty of games that are RPG's with next to no choices or real dialogue beyond shop banter, but they are still RPGs (heck... some of them are even AD&D based, like the old SSI ones).

In either case, what defines and RPG and what makes a good and deep one are also two different things. I'm personally a huge fan of narrative-driven and cinematic RPG games, even if I know its not what defines them.[/quote]

How is it a common misconception? In old school pen and paper RPGs, the
complicated battle rules and armor and weapons etc took second place to
creating stories. People don't remember when they found that AC 10 piece of armor, they remember the great stories they came up with together. That's the problem people have with DnD v4, that it encourages combat over creative story telling.

[/quote]
Yes, but even they are static. What ever happened to choice and variation? What happened to get rewarded for putting in that extra effort and trying to find more? It's like giving the entire class of kids in school an A+ on all their tests for just doing it, no matter how well they actually did.[/quote]

Yeah, but this isn't school, it's a game. It's meant to be fun. Most RPGs are balanced so that you get the same amount of XP no matter how you do something (e.g. sneaking past enemies will get you as much XP as killing them) and getting more XP for exploring etc, usually means you've found an exploit. Like you find you can double your XP for completing a quest twice.

[quote]
What I mean is that I'm not even sure if the amount of XP you're given is based on anything you've done. For all I know its just a random number that's thrown at me that has nothing to do with anything to give the illusion of being an RPG and having XP. For one thing, its mighty suspicious that the XP I earn in every main mission is just the amount I need to make it to the next level, no matter what level I was before and what I did. I highly suspect the XP is just an arbitrary value that's calculated solely based on your previous level and mathematically designed to appear as a genuine amount of convenient XP needed to progress to the next one. If that's the case, this game isn't even an RPG at all, and is merely a shooter in RPG clothing. [/quote]

I'm pretty sure the amount of XP you get from each mission is pre set. In fact if you go to the Mass Effect wiki, it's got how much XP you earn for each mission.

[quote]
Feros had it so you could help the colonists or not (to varying degrees too), and gave you the choice of using thorian grenades or just killing them (also with varying degrees) as well as dealing with Shiala and whether you even talked to Dr. Baynham and Ethan Jeong and sorted out their issues. Virmire had the Wrex choice, the Kaidan/Ashley choice and whether to help Kirrahe's squad out or not along the way. Ilos and the finale were admittedly linear, but by that point the plot really was a race against time, so having additional methods and sidetracking wouldn't make sense (the game itself already pushed this concept a little far as it was throughout).[/quote]

You're just listing side quests for the most part. All the optional stuff on Feros are side quests. And you're implying there are no choices like this in ME2. On Legions Loyalty mission for example, how that is resolved is a choice, as is what happens on Zaeeds, Mordins, Mirandas (?), and many others.

#1192
uberdowzen

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tonnactus wrote...

uberdowzen wrote...

You wouldn't have a problem with charging enemies because all classes can use melee. That deals with Creepers and Husks,


What??
Melee helps against one creeper or at best two,when where is enough room  to go back.Otherwise someone with singularity,lift and throw is priceless.And dont even start with husks.Even laying on the grown they perform the electric blast attack sometime.Husks where some of the most dangerous enemies in Mass Effect, even able to kill shocktrooper soldiers with immunity on. Not these jokes we have now.


My usual tactic with creepers is just get up close and Melee them because a) you just keep on running out of grenades and B) your companions are too stupid to get out of the way of vomit.

#1193
uberdowzen

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tonnactus wrote...

uberdowzen wrote...

I think 4 completely different vanguards is going a bit far. Explain how they are all different.



Vanguard with hacking.Vanguard with decryption.Vanguard with sniper rifles.Vanguard with singularity.

First was more for some fun with geth.Despite the fact the vanguard couldnt use omnitools(its a joke in Mass Effect 2 soldiers and infiltrators got the same cooldown on a bonus tech or biotic ablity) adrenaline burst allow it to use this ability quite often.Vanguard with decryption:Lift enemies,shoot,they land,sabotage their weapons,adrenaline burst,repeat.

Vanguard type 3: No,its not the same like in Mass Effect 2,because the vanguard had access to the assasination shot that increase the damage sicnificantly.
And he could the sniper right at the beginning.
The same would be a vanguard with cloak in Mass Effect 2.

The last one doesnt have to be really explained.


Those are just vanguards with a different bonus talents. You can do that in ME2.

#1194
tonnactus

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uberdowzen wrote...

Those are just vanguards with a different bonus talents. You can do that in ME2.


You dont get cloak to increase your weapon damage with a sniper rifle.Singularity is unavailable.Reave i redundant to  an adept and add something to the vanguard that this class should have inluded(all enemie vanguards have warp).A direct damaging biotic ability.
Im ok that class spefific abilities couldnt be choosen, but something like lift and ai-hacking??
A Vanguard couldnt choose warp that he had in Mass Effect??
And i addition to that the great global cooldown that forces to spam the class abilities(because they are the most efective).

Modifié par tonnactus, 05 mai 2010 - 11:02 .


#1195
tonnactus

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uberdowzen wrote...

My usual tactic with creepers is just get up close and Melee them because a) you just keep on running out of grenades and B) your companions are too stupid to get out of the way of vomit.


You start discussing about teamwork and now just present an alternative strategy that isnt even near as effective as just  to use biotics on the creeper and the clone.Lift them,throw them,instant death.
No vomit spit for teammates or shepardt.

#1196
uberdowzen

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tonnactus wrote...

You dont get cloak to increase your weapon damage with a sniper rifle.Singularity is unavailable.Reave i redundant to  an adept and add something to the vanguard that this class should have inluded(all enemie vanguards have warp).A direct damaging biotic ability.
Im ok that class spefific abilities couldnt be choosen, but something like lift and ai-hacking??
A Vanguard couldnt choose warp that he had in Mass Effect??
And i addition to that the great global cooldown that forces to spam the class abilities(because they are the most efective).


For starters, Vanguards shouldn't have an offensive biotic ability, they'd be over powered. Vanguards are meant to suppress enemies and then move in on them with the shotgun. Having Warp would just turn them into an adept with a shotgun.

Also class abilites aren't always the most effective. How is addrenaline rush for example the soldiers best ability?

This is also veering from the point that you said there were lots of different builds in ME1 because of all the bonus talents. If that counts as a different build then ME2 has just as many.

#1197
uberdowzen

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tonnactus wrote...

You start discussing about teamwork and now just present an alternative strategy that isnt even near as effective as just  to use biotics on the creeper and the clone.Lift them,throw them,instant death.
No vomit spit for teammates or shepardt.


Yeah, just a couple of issues:

1) Feros can be the first world you do, and lift isn't a power you get early on. Same with Husks actually.

2) That works great for maybe the first 5, but then your biotics need to cool down and there's still another 10. Melee time...

#1198
Chuvvy

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I'm disappointing that BW went in assuming the player hadn't played ME1.

#1199
SkullandBonesmember

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Darth Drago wrote...

There is plenty of strategy options in ME1.


KalosCast wrote...

Lol, it's not stats + skill = hit, it's "you take less than 10% damage and are partially immune to certain things while in VATS so just run straight up to them, then pause the game and score 37 headshots with impunity"


No, because depending on how you spread out your SPECIAL, like how it worked for me, you may only be able to get something like 3 hits in VATS.

Dudeman315 wrote...

2)VATS is a core Fallout mechanic since FO1. Thank god for it I will not buy new vegas without it cause I've already got too many blam sploshin games.


Well, like I said, FO3 mostly failed for me but I do give credit where credit is do for combat that's actually FUN to Bethesda and their facial customization.

Terror_K wrote...

And it's not just the inventory and simplified leveling system either.


+1

EA_BiowareAccount wrote...

Dissappointed with Mass Effect 2???
I am not. hard to be unless you hold an ungodly high bar for your games.


Wait. So you're admitting you're content with anything? When I pay 80 bucks for a game, YES, I certainly hold a high bar for such games, not an "ungodly" one.

romeoblue wrote...

There is a definite difference in the tone between the two games. ME1 at times feels like a movie that you're watching unfold. And you're given a lot of wiggle room as far as how you allow it to unfold. With ME2 I felt like I'm just going from one battle to another. There are some really great role playing aspects thrown in along the way, but I felt for the most part I was just gearing up for the next fight; which isn't exactly what I want because that's not what I got with the first game. Sure there were fights, but I felt like the "in between times" had much more depth. In ME2 it feels like the "in between times" are just there to get you to the next fight.

And the loads screens seem to add to that. Granted, the long elevator rides leave a lot to be desire. But the load screens seem to take you completely out of the game.


Welcome to the boards romeoblue! ;)

Slidell505 wrote...

I'm disappointing that BW went in assuming the player hadn't played ME1.


As am I. And popular opinion around here is that Bioware SHOULD market ME3 to get even more buyers even if they haven't played 1 or 2.

#1200
DarthRomance

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For me it was more adjustment than disappointment with gameplay. Global cooldowns are a little annoying after remembering how in ME1 I was unquestioned god of the universe with individual cooldowns (I enjoy godhood, each his own). On the other hand, ME2 has better graphics and more action making it a bit more cinematic compared to her predecessor.



I am a little disappointed in the story. The revelations were not as mindblowing as ME1 nor as emotional. Of course, Virmire is one of the greatest levels in video game history so it is hard to top that.