Allow full resources / credits to carry between playthroughs like in the original. That way, those of us who ground out this mind-numbing process the first playthrough won't feel inclined to shelve the game for a repeat play-through.
It's annoying enough to prevent me from playing the game a second time and the only thing that's going to make me not pre-order ME3 until I read some reviews about the mini-games.
Suggestion for Improving the Planetary Scanning system
Débuté par
Pyradius
, mars 12 2010 12:45
#1
Posté 12 mars 2010 - 12:45
#2
Posté 12 mars 2010 - 12:50
Sorry for tossing this in the wrong forum.
#3
Posté 12 mars 2010 - 11:01
Don't you get +50,000 of each resource on new games (once you've finished it once)?
#4
Posté 13 mars 2010 - 09:42
Yes, it needs to be the full amount imo to make for an enjoyable replay. It would also be nice if the requirement (PC version anyway) of holding down the right-mouse button as you're repeatedly dragging the mouse to be removed. I can play for hours in any game (including FPS's), but planetary scanning is not very 'carpel tunnel' friendly at all...
#5
Posté 13 mars 2010 - 09:52
I think they should of put in store where you can buy resources; kind of like fuel and probes. In addition to this they should of put in a quickscan option where you can instantly scan a planet and pickup say 75% of the resources at the cost of using around 25% your probes.
Modifié par FZiz, 13 mars 2010 - 10:00 .
#6
Posté 13 mars 2010 - 10:50
It really doesn't take long to grind out all the resources needed after the initial playthrough. Hell, it can be done before you even finish recruiting your 3rd and 4th squadmates.
31k eezo
215k iridium
225k platinum
195k palladium
On my playthroughs, it takes me roughly 1.5 hours to grind out all the resources I would need for the rest of the game.
31k eezo
215k iridium
225k platinum
195k palladium
On my playthroughs, it takes me roughly 1.5 hours to grind out all the resources I would need for the rest of the game.
#7
Posté 13 mars 2010 - 10:54
Or they should atleast put marks where you found resources from past play throughs
#8
Posté 13 mars 2010 - 11:17
Or. They should remove the system entirely. It isn't like there's an entire galaxy of raiders and mercs that have been mining this stuff for years.
I'd recommend more drops being "found" in missions, especially side missions that bring you to mining colonies. And allow trading/buying materials.
It's interesting/amusing that BioWare tailored this game to snatch the CoD/GoW crowd and steered away from the "classic" RPG elements in favor of a smaller world and more "to the point" gameplay. ...yet left this annoyingly tedious mineral grind in the game.
I'd recommend more drops being "found" in missions, especially side missions that bring you to mining colonies. And allow trading/buying materials.
It's interesting/amusing that BioWare tailored this game to snatch the CoD/GoW crowd and steered away from the "classic" RPG elements in favor of a smaller world and more "to the point" gameplay. ...yet left this annoyingly tedious mineral grind in the game.
#9
Posté 13 mars 2010 - 11:25
masseffect2 save editor. problem solved
#10
Posté 14 mars 2010 - 04:09
its really boring how they thought this was fun game play is beyond me. it should be waaaay faster or removed. it really kills the pacing of the game too. my first play through i put on my ipod and scanned everything i could but my second and third time through i only did as necessary
#11
Posté 14 mars 2010 - 04:14
I was thinking that if you fired a probe, it would give you the initial amount (with a bonus because right now its much too low) but then continue to give you more resources over time. Kind of like a mining station.
Thats my idea.
Thats my idea.
#12
Guest_m14567_*
Posté 14 mars 2010 - 04:44
Guest_m14567_*
Clearly the only solution is to combine ME 1 and 2. Scan the planet, fire the probe, launch the mako, scale near vertical cliffs while searching for a dog turd while joker tells you you are going outside the operational boundaries. Rinse and Repeat.
Modifié par m14567, 14 mars 2010 - 04:44 .
#13
Posté 14 mars 2010 - 05:59
The scanning puzzle itself is pretty good. It's well designed - simpler, faster, and more tactile than the hacking/decryption puzzles. Whoever designed it should get high marks.
It's the implementation that's poor. The hacking/decrpytion puzzles are scattered throughout action-packed sequences of the game, and are these short, 10-15 second diversions. That kind of pacing is ideal. The scanning puzzle, on the other hand, is done back to back to back to back...often dumping 30 probes into a system without interruption. That's awful.
Scanning should be a one-of, occasional puzzle - if the whole mineral part was removed from the game entirely, but the scanning mechanism was used just for finding anomolies, that would be a strong implementation.
A better implementation would have been to replace the scanning puzzle with a research puzzle that would be done once or twice between missions. That would have much better pacing, a break during the normal rounds of the ship.
Honestly the navigation is probably the weakest aspect of the game. Players want to play the game, not spend it travelling between playing the game. Flying the Normandy around between stars and planets manually, buying fuel, scanning - there wasn't gameplay there, and it just wasted time. There is some value to 'exploration' gameplay, but if it's not going to be implemented as something with fun gameplay in its own right, you're better off making the galaxy map the most efficient point-to-point transportation you can think of.
It's the implementation that's poor. The hacking/decrpytion puzzles are scattered throughout action-packed sequences of the game, and are these short, 10-15 second diversions. That kind of pacing is ideal. The scanning puzzle, on the other hand, is done back to back to back to back...often dumping 30 probes into a system without interruption. That's awful.
Scanning should be a one-of, occasional puzzle - if the whole mineral part was removed from the game entirely, but the scanning mechanism was used just for finding anomolies, that would be a strong implementation.
A better implementation would have been to replace the scanning puzzle with a research puzzle that would be done once or twice between missions. That would have much better pacing, a break during the normal rounds of the ship.
Honestly the navigation is probably the weakest aspect of the game. Players want to play the game, not spend it travelling between playing the game. Flying the Normandy around between stars and planets manually, buying fuel, scanning - there wasn't gameplay there, and it just wasted time. There is some value to 'exploration' gameplay, but if it's not going to be implemented as something with fun gameplay in its own right, you're better off making the galaxy map the most efficient point-to-point transportation you can think of.
#14
Posté 21 mars 2010 - 03:33
cxensign, good points. If we have to have the system, it should have been much better blended into the action sequences, like the other mini-'games'...
Personally I would rather the scanning system be removed, as mentioned above. How does a guy racing around to save the galaxy, funded by a multi-billionaire need to stop and mine? That said, I don't think it's realistic to see it removed, but I do hope they consider ways to blend it better with the action sequences, by far the most enjoyable aspect of the game.
m14567,
Yes sometimes planets could be annoying to get all the resources via the MAKO, however you typically only had one planet per system that you had to do this to, so while on a single planet you'd spend more time, I believe you end up spending less time overall when you account for all the planets you get to scan in ME2.
The "money" in ME1 primarily came from selling off your inventory, which I will admit was somewhat broken in ME1. However, the fact that you "earned" your credits DURING the action is a huge point to be made.
Personally I would rather the scanning system be removed, as mentioned above. How does a guy racing around to save the galaxy, funded by a multi-billionaire need to stop and mine? That said, I don't think it's realistic to see it removed, but I do hope they consider ways to blend it better with the action sequences, by far the most enjoyable aspect of the game.
m14567,
Yes sometimes planets could be annoying to get all the resources via the MAKO, however you typically only had one planet per system that you had to do this to, so while on a single planet you'd spend more time, I believe you end up spending less time overall when you account for all the planets you get to scan in ME2.
The "money" in ME1 primarily came from selling off your inventory, which I will admit was somewhat broken in ME1. However, the fact that you "earned" your credits DURING the action is a huge point to be made.
Modifié par Pyradius, 21 mars 2010 - 03:35 .
#15
Posté 21 mars 2010 - 05:42
Having just finished another ME1/ME2 playthrough, I was struck by the difference between the two approaches to getting resources.
In ME1, non-interesting planets would be scanned instantly, but planets with objectives on them needed to be explored.
In ME2, it's the opposite: non-interesting planets had to be scanned thoroughly, whereas anomalies (missions) could be located after only about five to ten seconds, then the shuttle would take you right there.
Obviously, the change was due to complaints about the Mako sections-- it must have taken a lot of time to make all those planetscapes, and if the customers were indifferent to them, design team time would be better spent elsewhere.
I think the main problem with the Mako was that it was hard to control-- it bounced around all over, and would get stuck in valleys sometimes (yes, I got better, but the learning curve wasn't fun). I hope they go back to the original ME1 method of looking for minerals and artifacts, but this time with something like that hovertank that drives smoothly over the terrain.
In ME1, non-interesting planets would be scanned instantly, but planets with objectives on them needed to be explored.
In ME2, it's the opposite: non-interesting planets had to be scanned thoroughly, whereas anomalies (missions) could be located after only about five to ten seconds, then the shuttle would take you right there.
Obviously, the change was due to complaints about the Mako sections-- it must have taken a lot of time to make all those planetscapes, and if the customers were indifferent to them, design team time would be better spent elsewhere.
I think the main problem with the Mako was that it was hard to control-- it bounced around all over, and would get stuck in valleys sometimes (yes, I got better, but the learning curve wasn't fun). I hope they go back to the original ME1 method of looking for minerals and artifacts, but this time with something like that hovertank that drives smoothly over the terrain.




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