[quote]Terror_K wrote...
Once you're out of sight of your leaving point all you basically see is the same passing textures and/or lights beyond the elevator. All one needs to do is have this repeating until the loading is done with the minimum time synced up with the length of the news report or squad banter, then proceed to insert the destination that's been fully loaded in that time.[/quote]
Is that actually how it works or just a guess? Because surely if it works like that the elevators should end as soon as the conversation is over.[/quote]
Not sure how it works, but that's how I'd do it. And I'm pretty sure there were elevators a lot faster loading on PC than on 360.
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And Sheperd said how much during the Mako parts of most of the missions?[/quote]
Nothing much while in The Mako itself, but most of the UNC quests themselves at least had some dialogue attributed to it, usually set up by Admiral Hackett or something and then the odd comment at a computer terminal or something... sometimes a moral choice and an NPC to talk to. Companions would sometimes even weigh in (in ME1 each companion had unique dialogue for things like finding the right monkey, finding a dead Kahoku, etc.) which is completely missing in ME2 aside from rare occasions where they made a generic, non-specific quip. When Shepard found The Hammerhead there was no comments about it, just the silent opening of a crate. Shepard said nothing about The Geth or the artifact, etc. whatsoever, and nor did anybody else. It smacks of cheapness and makes the whole thing feel lacking in polish. Again, the N7 missions themselves also suffered this greatly, as well as having a very "so what?" feeling to them compared to ME1's which actually had weight.
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The Hammerhead appears crappier from a technical standpoint (weaker etc) but gameplay wise it's much better. Mako combat essentially involved zooming in on a target, firing a rocket, going back a few metres to avoid a rocket, fire another rocket, inch forward a bit to avoid another rock, rinse, repeat, cry. It wasn't exciting and it felt gamey. Hammerhead combat felt fast, furious and fun (although not being allowed to quicksave sucked). And I'm generally in favour of reduced HUDs, makes things more immersive.[/quote]
Disagree on all these points personally. Hate the trend of minimalist HUDs in games these days because its gone beyond minimalist to the point where info I want to be able to see is also gone. The Hammerhead is too zippy and this make combat easy (you can simply strafe and shoot far faster than any enemy can turn). Mako combat could be boring, yes, but it could also be exciting and fun if you chose to keep moving and driving while attacking targets. The Mako just felt stronger and more weighty too, and at least had decent shields. This just feels like a big step back as a replacement vehicle, and I find it hard believing that it would be considered a replacement in-universe (an alternate vehicle for a different purpose, maybe... a replacement: no).
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Still, doesn't mean that it needed to be random or that you didn't omnigel 99% of the items anyway.[/quote]
It was better random, whether it "needed" to be or not. In ME2 there's no surprise or randomness at all... it boring and repetitive. And the omni-gel factor can be easily fixed by utilising ME2's scanning function (one of the few good ideas in the ME2 system).
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What mods have become powers? Ammo have become powers but I can't think of any mods that have.[/quote]
Those are the ones I was referring to. After all, those ammo types were mods in ME1.
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Who was the major dev who hadn't played ME1? The only people who I think need (I mean everyone probably should have) to play the original are the Project Director, Lead Designer, Art Director and the Lead Programmer.[/quote]
I can't remember which one it was. One of the ones who frequently posts here, or at least did at the old board. If anybody else can remember who it was, feel free to say. I'd search the old forums, but they have that annoying 6 month search limit thing, and I know it was over 6 months ago it was said.
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I totally agree that some of these choices should've made bigger changes, although I think it was probably a mistake going in expecting them to. I don't really agree with your argument about save files though because a) the game does need to appeal to newcomers to a certain extent and
I actually meant more that the story and plot and choices regarding ME1 shouldn't have been so pushed into the background and made so insignificant just to hold the hands of newcomers. BioWare could have made something very special if they'd just concentrated on it being a proper trilogy instead of making so sure that newbies don't get confused and pushing prior events to the side so much. All that stuff about you becoming a Spectre --one of the most significant, defining and poignant moments in the first game-- is reduced to so little in the second. One can easily forget about things in ME1 when playing the sequel because there's so little connection to anything that matters beyond the Reaper stuff.
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So I've been playing ME2 for the past few days with the vanguard I just finished up in ME1 and here's the changes I'd make for ME3:
- Ditch, or drastically improve planet scanning[/quote]
I'd say improve rather than ditch. Ditch is BioWare's answer to everything it seems for one, but planet scanning does have potential. Just don't make it too easy either. There has to be some degree of either challenge or some obstacle to not just make it as simple as "point, find, take"
[quote]Create a special weapon selection screen rather than just using the standard interface
[/quote]
Agreed. With stats. Must have stats back.
[quote] - Downplay the upgrade element (don't remove it though) and give it a special upgrade interface which shows how weapons advance etc (again rather than just using the standard interface)[/quote]
Depends what you mean here. Upgrades should mostly return in modding form, IMO, with research upgrades reduced to simply leveling your weapon up for the most part.
[quote] - Stronger plot (almost a cert)
- Improve the levelling system (it's not very satisfying at all) specifically, remove the dead levels where you can't level up.
- Tie persuades to a power (I was thinking that they could do this Dragon Age style, so a basic persuade requires 1 point in your class power, a slightly harder one require 2 etc, in addition to requiring your paragon/renegade points to be at a certain point)
- Expand upon the current weapon system, allowing you to customise the look of weapons and install mods, that you either buy or find, at the start of the mission.
- Bring back Omnitools and Biotic amps (maybe just have it so that different amps provide bonuses to different powers)
- Helmet Toggle
- More sets of armor in the game rather than just DLC.
[/quote]
Considering I disagree with you a lot in general, I can't help but agree with pretty much all of these points you make. All of these would make for a deeper and better ME3.




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