the weapon dlc's is more evidence of that, the twitch shooter hammerhead missions again are evidence of that.
i expect no rpg elements in ME3
Modifié par nikki191, 03 avril 2010 - 04:33 .
Modifié par nikki191, 03 avril 2010 - 04:33 .
Dudeman315 wrote...
I am a min-maxer, and a game quickly gains it's appeal if you are able to bork your character. If you can just pick random crap and it might as well be a poorly done shooter. You can bork your character in CoD:MW2 for crying out load. Good customization requires thought not twitch shooter, spin and fire.
Dudeman315 wrote...
I am a min-maxer, and a game quickly gains it's appeal if you are able to bork your character. If you can just pick random crap and it might as well be a poorly done shooter.
Dudeman315 wrote...
Good customization requires thought not twitch shooter, spin and fire.
Modifié par Pocketgb, 06 avril 2010 - 07:29 .
Pocketgb wrote...
Dudeman315 wrote...
I am a min-maxer, and a game quickly gains it's appeal if you are able to bork your character. If you can just pick random crap and it might as well be a poorly done shooter.
Eh, that's kind of what I did for ME1. Success in that game didn't rely on much. The hardest parts were on Insanity when you were like level 9 and you'd go to a UNSC mission.
No such thing as proper balance if choice is meaningful . . .Xpheyel wrote...
Pocketgb wrote...
Dudeman315 wrote...
I am a min-maxer, and a game quickly gains it's appeal if you are able to bork your character. If you can just pick random crap and it might as well be a poorly done shooter.
Eh, that's kind of what I did for ME1. Success in that game didn't rely on much. The hardest parts were on Insanity when you were like level 9 and you'd go to a UNSC mission.
Thats what I don't understand. I felt like Mass Effect builds had a range from 'game is still winnable' when I just throw points around to 'demigod' when you actually pay attention and stack cooldown bonuses... Not being able to do stuff like chain Master Marksman perpetually and turn your sidearms into recoilless, heatless, monsters with infinite ammo is a good thing in my book.
I'm all for stat manipulation with proper balance... That is not ME1's stat system by any stretch of the imagination.
Dudeman315 wrote...
No such thing as proper balance if choice is meaningful . . .
And see here is where we differ, I want to go from noob to god! It's what I call progression. If everything levels with you you can kill a god ala Oblivion at level one--heck it's easier than doing it at level one than level 10--why even have levels?
Infinite ammo exsisted without you doing anything so please don't use it in your argument. You had it in both builds so it's not a relevant point.
I like it when there are challenges that you need to be a certain level or higher to beat because the enemy is that hardcore not this fluffy even challenge is lvl 1. If I had this on pc I'd do a level 1 run(moded for +1 xp per mission).
Modifié par Xpheyel, 06 avril 2010 - 06:05 .
Xpheyel wrote...
Guess we'll never see eye to eye then. I have no problem getting more powerful but I want the mooks to keep pace with me. If the enemies are not a legitimate threat, I get bored.
Modifié par Dudeman315, 06 avril 2010 - 05:47 .
Dudeman315 wrote...
Like 3 pistols without stats and you actually have to go into combat a test which is better--like in ME2
Dudeman315 wrote...
Xpheyel wrote...
Guess we'll never see eye to eye then. I have no problem getting more powerful but I want the mooks to keep pace with me. If the enemies are not a legitimate threat, I get bored.
Then you are not really getting more powerful--if it take 10 shot to kill mook A at lvl 1 and 10 shots to kill mook A at lvl100 then did you really get more powerful just because 100 is greater than 1?
Or I guess define more powerful vs same power level in a auto lvling sense,(and please no lvl 10 enemies are more powerful cause it says lvl 10) if you could please(Hoping this doesn't come off snarky because I'd really like to know the other perspective on this)?
Modifié par Xpheyel, 06 avril 2010 - 06:29 .
Modifié par Dudeman315, 06 avril 2010 - 06:43 .
Dudeman315 wrote...
No such thing as proper balance if choice is meaningful . . .
Dudeman315 wrote...
And see here is where we differ, I want to go from noob to god! It's what I call progression...
Dudeman315 wrote...
I like it when there are challenges that you need to be a certain level or higher to beat because the enemy is that hardcore not this fluffy even challenge is lvl 1. If I had this on pc I'd do a level 1 run(moded for +1 xp per mission).
An exploitable power that people exploited, not a problem of the overall mechanics. The mechanics of the game worked fine, there were out-liers that needed rebalancing with end game in mind. Then again that is a developer problem. A player that has a problem with Immunity or some powers being too strong, should very simply limit their own use.Pocketgb wrote...
You sure as hell don't need crap like Immunity in the game, that's for sure.
We like to progress, we just don't like it when doing so the game becomes more and more breeze-eazy. We want to get our new tools and perks but we also want to test it on foes worthy of such. ME1 did this, with the game starting out somewhat difficult and getting brainless near the end. It's something that a few of us hope to avoid with Action-RPGs.
Because then it doesn't feel enough like the challenge is in the encounter itself, just that the bad guy is a high level. In order to kill a certain elite in WoW, I would grind and do quests to beat that thing's level - and that I'd kill it. It did not feel very cool knowing that the only reason I could a powerful foe was that I killed rats for a few hours.
Modifié par Sylvius the Mad, 06 avril 2010 - 10:21 .
TJSolo wrote...
As that 'We' seem to want a CoD type reward system, which is not character progression it is just increased armory and perks...
Dudeman315 wrote...
Gilead26 wrote...
But in the end Mass Effect is about the story. Is the story in ME2 weaker than in ME1? No, it is different, it's focused on individual characters rather then on a galactic chase. But think about it, in ME1 we had no idea what the threat was or how this crazy new sci-fi world worked, we had to be told. But in ME2 we know what the threat is it's been named, the challenge is gearing up and creating a team that's capable of dealing with the threat. So it makes perfect sense that the story shifts to focus on your individual team mates.
Just my $0.02
Except it really doesn't, 2 mission a piece for 12 characters doesn't feel like it focused on anything really(except shooter combat). There was never really an oh s**t that's where the story was going moment. There was a very megaman feel where you could do these in any order but eventually you have to do them. Garrus my old buddy barely even talked to
me. They could have made 6 characters with 4 missions a piece and the rest optional dl characters with 4 missions per and given them dialog on the ship. Instead 12 barely knowable characters that I must depend on for my life. Think if you had to follow 3 missions with Thane before you finally caught him and he talked to you because he was curious about you and then joined your team if you made a good argument because he respected you. You'd feel like you accomplished something vs "Hi mr. assassin wanna join my team?" "hmm ok."
Sylvius the Mad wrote...
I don't understand this position at all. If I build a character well or make good decisions, the game should get easier to reward me.Xpheyel wrote...
I have no problem getting more powerful but I want the mooks to keep pace with me (though usually with different/more complex behavior than just having them scale HP). If the enemies aren't a legitimate threat, I get bored.
Imagine if your boss said to you, "Great job today. As a reward, I'm going to cut your salary to make your life that much more of a struggle."
That's crazy! And it would suck. Growing powerful is only meaningful if you grow powerful relative to your foes within the game and defeating them becomes easier.
But who would want that?EternalWolfe wrote...
The proper comparison would be "Great job, as a reward, I'm going to promote you(level up). You'll get paid more(more tools/better rewards from the gameplay), but the work will be harder(increase in difficulty, which you proved you can handle)."