[quote]Terror_K wrote...
I played Mass Effect on the 360 when it first came out and then got the PC version later. The elevator loads on the PC were clearly faster, especially the Normandy one. That's how I know.
As for whether most people hated the elevators or not, I think overall its pretty divided. I do recall when they first announced they were replacing elevators with loading screens many thought that it was a bit of an odd step backwards, and I agreed. At the time I know I and many others were willing to give it a go because they said the loading screens were dynamic and had interesting info displayed about your location and such, but that turned out to be an exaggeration. The loading screens in ME2 are tedious. Admittedly faster, but tedious. I also miss literally leaving The Normandy and having that perfect transition from ship to location.[/quote]
Well I was under the impression that the reason that they were so long (compared to just load screens going to the same area) was because obviously they have to create an elevator shaft in the level (and it would take some very complicated code to make the length of that dynamic) so how could the load times in elevators be any shorter? Unless you mean that, for example, on the Normandy in ME1 the load icon appears for longer or something? I agree that it would have been awesome if the elevator in the Normandy SR2 had been a smooth transition (and I'm not entirely sure why it's not, the entire Normandy wouldn't be any bigger than the biggest levels in ME2).
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Sure... if you think so. Quite frankly I think The Hammerhead misses the point and was poorly integrated and used for the most part. Far prefer The Mako in pretty much every respect.[/quote]
I disagree on poorly integrated (it's DLC, how well can you integrate it) but I do agree that the missions didn't really do it for me. Only 2 with enemies out of 5? It's an armed hovertank. Although I did like the cinematic on the world where you fought Geth, the cinematic that was reminiscent of the Geth Colossus cinematics in ME1. I liked that.
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Initially, I'd personally have it like ME1, but with not quite as many items, no Marks for the items (you'd research to upgrade them), with mods still present and with the weapons actually useful and balanced so not too many become obsolete too quickly and not too many are too good either, so that overall some are good at some aspects and some at others. All items of the same time would be sorted together and could be lumped together and sold or gelled in a bunch or have a "Sell/Omnigel All But One" option and a "Sell/Omnigel All But *# of Squaddies Who Can Use Weapon*" option too. I'd have weapon and armour mods the same, and overall just make the system easier to use.
After ME2, I'd change it a bit though, because there are some good ideas in the system, even if overall its weak. Firstly, I'd keep the "you only need to find an item once" style. I'd then have had about half a dozen of each weapon type, all with stats visible for comparisons, all with the ability to mod them, and mostly in random locations that changed every time. You'd also scan for mods from dead enemies or if you didn't want to do that because its too tedious you could simply buy them in shops. LIke weapons, one mod scanned and you can replicate it, though they'd be random too. Same goes for armour: more of it, more random, more moddable and with stats and overall have it act like armour. Have it so you can armour your squaddies too. Research would basically level up your guns, armour and mods for both. Guns and armour mods would be your customisation and trade-off stuff: limited mod slots that make you pick and choose how you want the gun to function. Some mods would be ME1 style, others more specific, a little like Crysis (different barrel mods, scope mods, trigger mods, etc).[/quote]
Yeah, I was actually with you at first, I always assumed that that's what they'd do. I mean half the problems with the inventory could probably be fixed by allowing stacking. Problem is I think that inventorys like that probably work much better on PC than on consoles.
I'd never thought of having mods working like Crysis (that'd work really well actually, and actually just to go off on a totally random tangent for a minute, do you reckon the reason that the people who didn't like Crysis never mentioned anything like the weapon customisation because it was so well integrated into the game and it would've actually just felt wrong not to have elements like that). A few issues with your idea though. Firstly, randomness. All the really good items in ME1 I'm pretty sure weren't randomised. The junk items you got from crates were, but mostly I just omnigelled those anyway. I do think that mods in the style of Crysis would work well (it's just whenever I think of weapon mods in relation to Mass Effect, I think the dinky little mods from ME1 that made little to no difference to anything). I actually think ditching the inventory and replacing it with more customisable weapons is the answer. I also don't like the scanning fallen enemies for mods part, you didn't even have to do that in ME1.
I do sometimes wonder if people would have had as much problem with the weapon system if it'd had it's own interface, rather than just the standard selection interface from ME2 (I feel I've seen a screen like this somewhere, it may have been in the "Where's my Inventory" presentation).
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Except that every weapon is in the same damn place every time, you're always guaranteed to get it, its upgrades are linear and always in the same place, and you can get all of them easily, and there's no customisation or real selection of weapons at all. Nothing is random. Nothing is special. Nothing is rare or even common. It's just "play the game, find the gun." It's no deeper than playing through Doom or Quake. Its linear, limited, boring and repetitive, with no depth or customisation at all.[/quote]
Just like in ME1 then?
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It has somewhat, IMO. Not into perhaps, but at least through it. It's been dumbed down for the masses.[/quote]
We have to agree to differ or this is just going to go in circles.
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Working in a place that sells games, you'd be surprised how many people have only just glancingly heard of the ME titles. Full on hardcore gamers, yes. Casual gamers, not so much.
And no... that used to be the case 10 years ago and more, but over the last decade gaming has become far more of a mainstream thing, and games overall have suffered for it, IMO, just as much as they've also grown from it. Deus Ex is still the pinnacle of gaming perfection that hasn't been touched since, and it's over 10 years old now.[/quote]
Really? I got the feeling that almost everyone with an Xbox had played ME. Guess I was wrong.
Also, do you get free games for working at a games store (I'm not mocking, seriously, I'm actually interested to know).
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No offense, but that's just stupid. That's the way the thing was set up, and that's how it was originally intended to be. Just because you feel it doesn't suit itself because you prefer the way it was done with ME2 doesn't mean you're right.[/quote]
I kind of agree, but elements of that game (like the inventory) feel more like unfinished prototypes to me.
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You just responded to one just below your post here that a couple of other posters brought up... and mocked them for doing so, might I add. Y'know... the one about saving Wrex and The Council or not paying off big time and being a major event in ME2. What a crock of excrement that was. They all talked the whole thing up and kept saying this, only for the entire thing to be completely underwhelming, with the entire plot so removed from anything that it meant squat, most variations resulting in minor dialogue changes that didn't really change the universe at all, weak substitutions where things were essentially the same which was an insult to the supposed gravity of the situation and the characters involved, major stuff that was screwed up or simply not explored, and finally just a heap of lame emails and news reports, leaving about 5 or 6 decisions in total that were even remotely satisfying out of what was claimed to be over 700.
Yeah... I think that's enough to get the point across.[/quote]
Firstly, I didn't mock people bringing up the point (I to a certain extent agree with the people who brought it up), I mocked them ignoring the rest of the article, when I suspect they went in searching for that one quote that would ****** them off. That article for the most part was well written and had many very good arguments. If you also read my post, you would have noticed I pointed out that that was a quote from the writer, not Bioware.
I don't think they were major events, but I do think that they were important parts of ME2. And honestly, Bioware always (not just ME2) over hypes the whole choices thing a little bit. And were you seriously expecting something which is borderline optional to have that much effect on the plot? It was always going to be minor things and I'm pretty sure Bioware never said the course of the plot would be vastly changed by the save file.
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Ooooh... twice! Wow.. that's certainly a good run of the game to form an accurate assessment.[/quote]
A well made game should be able to get it's point across on the first playthrough. I consider it poor design if you have to play through a game more than once to fully enjoy (especially something so linear and scripted as CoD).
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Except that it happened. I was here on the old forums, during and post ME1 release, long before the first ME2 teaser even hit, and it came up a fair amount.[/quote]
Well, if they have the commitment to go on and do that, then they're obviously ME fans.
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It is flawed. I won't deny that. But that doesn't mean ME2's system is perfect either and free of flaws.
And while there is a difference, ME2 relies too much on instant satisfaction and visible results and all that BS. It's too geared to the ADD gamer who will turn away and never look back if he/she isn't satisfied and sees a clear result every time he does something.[/quote]
No, I agree, ME2 isn't perfect yet either, but I generally consider it an improvement over ME1 in almost everyway.