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Where did my inventory go? by Christina Norman


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#576
JKoopman

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exxxed wrote...

Embrosil wrote...

Well I must admit that I got a bit angry. The presentation looks to me as if they needed to justify all those stupid decisions they made. Especially the video comparing shooting in ME1 vs. ME2. That is simply lame. But now some comments.

Inventory

We all agree that in...




Seconded, exactly my feelings, plus the Virmire part... dead on, absolutely beautiful, in ME 2 except for the Illium view when you come from the Space Port i don't remember any particular place that had a great visual impact, unlike Mass Effect 1 where every planet was unique and had it's awesome strange/alien skyboxes.

 Anyway, is it me or every N7 map takes place in a canyon or some such, i swear besides the MSV:Estevanico  every bloody environment was the same +/- weather effects.

EDIT: 
 Oops typo.


Not entirely true. I'm a pretty staunch ME2 detractor and even I have to admit that there were several awe-inspiring views in there; the ship in the background of Grunt's recruitment mission, the lush jungle and satellite dishes in the background of Zaeed's loyalty mission, the interior of the Collector ship, the rain-soaked forest of Jack's loyalty mission, the view of the Citadel arms from the Zakera ward... I stopped and stared at each of them.

Atmosphere is actually one thing that I think ME2 did well.

#577
Guest_slimgrin_*

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Murmillos wrote...

Zaeeds "loyalty" mission.

Best map in the game.



One of the best missions as well.

#578
Cross1280

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While I am respectful of everyones opinion on here, I still have yet to understand the fixation on ME1 being a better game.



I played the first game maybe 20 times completely through, i thought it was a good game, i would consider it a better game than DA:O, but after playing ME2 everytime I try to replay the first game, I fall asleep after about 10 minutes.



the last time I tried so i could have a save with a few different choices I looked at the save game one day and was 20 hours in and had yet to become a spectre, because of falling asleep. now maybe this is because I have just played it so much I find it boring, dull and completely unimaginitve all the main missions are just as liniar as the ones in ME2, only difference is you get to ride around in the crap mako for part of them.

#579
Crackseed

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People look at things with rose colored glasses - nostalgia is a powerful mirage to many and so people cling to the things that came first and fight change, even when the change is better.

As much as I love both games, I feel ME2 has the superior design and playstyle, even if ME1 had the more eye-popping story [given it's place in the trilogy] and a bit better squad interaction. What I like is a look into the dev's process - and seeing that they do agree some of their changes either missed the mark or can be further refined. While I'm happy with no inventory, having a solid one back won't hurt - especially if it allows even more customization of weapons/armor AND lets us customize our squaddies again.

All in all, great presentation and I look forward eagerly to ME3 and the rest of the ME2 DLC.

#580
Embrosil

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Jebel Krong wrote...

exxxed wrote...

Embrosil wrote...

Well I must admit that I got a bit angry. The presentation looks to me as if they needed to justify all those stupid decisions they made. Especially the video comparing shooting in ME1 vs. ME2. That is simply lame. But now some comments.

Inventory

We all agree that in...




Seconded, exactly my feelings, plus the Virmire part... dead on, absolutely beautiful, in ME 2 except for the Illium view when you come from the Space Port i don't remember any particular place that had a great visual impact, unlike Mass Effect 1 where every planet was unique and had it's awesome strange/alien skyboxes.

 Anyway, is it me or every N7 map takes place in a canyon or some such, i swear besides the MSV:Estevanico  every bloody environment was the same +/- weather effects.

EDIT: 
 Oops typo.


really? what about the huge spaceships flying overhead on korlan? the ravaged wastes of tuchunka? jacob's side-mission world? the creepy collector-ship interior? the illium skyline? the base in jack's mission?

any of these are equal to virmire or better.


Well what have we really seen from Tuchanka? The main base, corridors, more corridors, another corridors, another base proving ground and yes, more corridors.

What about the Jacobs mission planet? Well a wreckage, corridor, some camp more corridor and that is all. What is there to remeber? Straight forward way? 

#581
JKoopman

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Embrosil wrote...

Jebel Krong wrote...

exxxed wrote...

Embrosil wrote...

Well I must admit that I got a bit angry. The presentation looks to me as if they needed to justify all those stupid decisions they made. Especially the video comparing shooting in ME1 vs. ME2. That is simply lame. But now some comments.

Inventory

We all agree that in...




Seconded, exactly my feelings, plus the Virmire part... dead on, absolutely beautiful, in ME 2 except for the Illium view when you come from the Space Port i don't remember any particular place that had a great visual impact, unlike Mass Effect 1 where every planet was unique and had it's awesome strange/alien skyboxes.

 Anyway, is it me or every N7 map takes place in a canyon or some such, i swear besides the MSV:Estevanico  every bloody environment was the same +/- weather effects.

EDIT: 
 Oops typo.


really? what about the huge spaceships flying overhead on korlan? the ravaged wastes of tuchunka? jacob's side-mission world? the creepy collector-ship interior? the illium skyline? the base in jack's mission?

any of these are equal to virmire or better.


Well what have we really seen from Tuchanka? The main base, corridors, more corridors, another corridors, another base proving ground and yes, more corridors.

What about the Jacobs mission planet? Well a wreckage, corridor, some camp more corridor and that is all. What is there to remeber? Straight forward way? 


True, but it's not like Virmire (as used in the first example) isn't just a straight canyon corridor with a great view either. That seems like a rather unfair criticism.

#582
M 3 i m 0 n

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@Embrosil: man, don't waste u're time. when i read some post here i think that 2 many people don't want 2 have a discussion in topic, but they just try 2 change discussion...

#583
exxxed

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JKoopman wrote...

Embrosil wrote...

Jebel Krong wrote...

exxxed wrote...

Seconded, exactly my feelings, plus the Virmire part... dead on, absolutely beautiful, in ME 2 except for the Illium view when you come from the Space Port I don't remember any particular place that had a great visual impact, unlike Mass Effect 1 where every planet was unique and had it's awesome strange/alien skyboxes.

 Anyway, is it me or every N7 map takes place in a canyon or some such, i swear besides the MSV:Estevanico  every bloody environment was the same +/- weather effects.

EDIT: 
 Oops typo.


really? what about the huge spaceships flying overhead on korlan? the ravaged wastes of tuchunka? jacob's side-mission world? the creepy collector-ship interior? the illium skyline? the base in jack's mission?

any of these are equal to virmire or better.


Well what have we really seen from Tuchanka? The main base, corridors, more corridors, another corridors, another base proving ground and yes, more corridors.

What about the Jacobs mission planet? Well a wreckage, corridor, some camp more corridor and that is all. What is there to remeber? Straight forward way? 


True, but it's not like Virmire (as used in the first example) isn't just a straight canyon corridor with a great view either. That seems like a rather unfair criticism.


 Who the heck was talking about linearity? And on almost every mission in ME 2 there literally are tons of corridors, and not just from a gameplay perspective.

Plus i was mostly referring to the N7  quests which were praised for their diversity which isn't there in terms of visual design, if you call weather an element of diversity... be my guest, but canyons, canyons and even more canyons just kills it.

Modifié par exxxed, 18 mars 2010 - 06:54 .


#584
Guest_slimgrin_*

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Tons of corridors in every mission...in ME2?



Pass the reefer dude.



Anyway, I want the inventory and I want it streamlined as well, but not axed. Someone start a poll on this. Having an item screen one click away isn't going to kill people.

#585
JKoopman

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exxxed wrote...

JKoopman wrote...

Embrosil wrote...

Jebel Krong wrote...

exxxed wrote...

Seconded, exactly my feelings, plus the Virmire part... dead on, absolutely beautiful, in ME 2 except for the Illium view when you come from the Space Port I don't remember any particular place that had a great visual impact, unlike Mass Effect 1 where every planet was unique and had it's awesome strange/alien skyboxes.

 Anyway, is it me or every N7 map takes place in a canyon or some such, i swear besides the MSV:Estevanico  every bloody environment was the same +/- weather effects.

EDIT: 
 Oops typo.


really? what about the huge spaceships flying overhead on korlan? the ravaged wastes of tuchunka? jacob's side-mission world? the creepy collector-ship interior? the illium skyline? the base in jack's mission?

any of these are equal to virmire or better.


Well what have we really seen from Tuchanka? The main base, corridors, more corridors, another corridors, another base proving ground and yes, more corridors.

What about the Jacobs mission planet? Well a wreckage, corridor, some camp more corridor and that is all. What is there to remeber? Straight forward way? 


True, but it's not like Virmire (as used in the first example) isn't just a straight canyon corridor with a great view either. That seems like a rather unfair criticism.


 Who the heck was talking about linearity? And on almost every mission in ME 2 there literally are tons of corridors, and not just from a gameplay perspective.

Plus i was mostly referring to the N7  quests which were praised for their diversity which isn't there in terms of visual design, if you call weather an element of diversity... be my guest, but canyons, canyons and even more canyons just kills it.


Embrosil was talking about linearity. You know, that guy that you quoted right there? Maybe you didn't notice.

You were talking about unique skyboxes and momerable vistas; something which ME2 also has in significant quantities (and a few of which I referenced previously).

Your claim, which I responded to seperately, was that there were no areas with visual impact similar to the vista from Virmire in ME1, to which I posited Korlus, Zorya, Pragia, the Citadel and the Collector ship to be areas in ME2 with visual impact. That seems fairly straightforward to me.

#586
cityhunter357

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Embrosil wrote...

Well I must admit that I got a bit angry. The presentation looks to me as if they needed to justify all those stupid decisions they made. Especially the video comparing shooting in ME1 vs. ME2. That is simply lame. But now some comments...


...Exploration

I like MAKO. Yes, it can be pain in the arse when you get stuck, but that is not a problem of the MAKO, but the lousy level design. And I like open space. Every side mission in ME1 was taking place on a large area where you could really use sniper rifles. Some planets like Virmire had so nice environment that everytime I was there I stopped and watched the ocean and the storm on the horizon (I bet every ME1 veteran did the same :) ). There is nothing like that in ME2. Not a single place you visit is memorable. Every mission is in closed corridor space. No exploration (and no, planet scanning is boring beyond believe, that is not an exploration), no planet surfaces, no open space, nothing. Just go straightforward and shoot whatever moves. And if it is too hard for you, we will place nice things to hide behind so you are NEVER surprised when ther is a fight coming.

So that is all what came on my mind watching that lame excuse. I am sorry, but ME1 is much better game for me. If ME2 was a standalone game with no connection to ME1, it would be perfect. But by completely changing the gender in a sequel, they made a terrible mistake and they will have to work hard to fix it in ME3. For me, I will not preorded ME3. I will wait and see what the game is like.





I 100% agree with you, especially for the exploration

#587
Jade Elf

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Some semi-random thoughts:

Not addressing any one particular here, but some people seem to forget that the main plot levels/missions in ME1 were for the most part very linear as well.

- What makes ME2 feel smaller than ME1, is the lack of any free planetary exploration. Not that that was too exciting, either. The skylines were very pretty, but the planets themselves were quite dull and barren.

- The N7 missions in ME2 are a lot more varied, but generally too short - I'd have preferred fewer, longer missions myself.

- Combat overall is really good in ME2, IMO. I would like to have at least some individual weapons and armour customisation options (for squad members) though, I do miss that. Mind you, I think that can be done without a cumbersome inventory.

So, I reckon ME3 needs the best elements of ME1 and ME2 combined.

Edit: oh and I thought Christina's presentation is quite cool. Too bad we can't hear the commentary that went with it. :)

Modifié par Jade Elf, 18 mars 2010 - 09:07 .


#588
M8DMAN

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The only thing im getting upset about is how bioware is defending some of the bad choices they made in ME2. My thoughts are...

-I loved the new squad inventory system and the easier character development.

-I hated the new ammo system. Bioware can call it what they want but its still an ammo system.

- the claim that the "heatsink" system made using weapons more tacticool is a bunch of bull, if anything it rendered some weapons useless due to the lack of ammo. Take the shotgun and heavy pistol as exemples

-the Mineing minigame needs to be improved

But other then that ME2 is a great game.

Modifié par M8DMAN, 18 mars 2010 - 09:36 .


#589
exxxed

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JKoopman wrote...

Embrosil was talking about linearity. You know, that guy that you quoted right there? Maybe you didn't notice.

You were talking about unique skyboxes and momerable vistas; something which ME2 also has in significant quantities (and a few of which I referenced previously).

Your claim, which I responded to seperately, was that there were no areas with visual impact similar to the vista from Virmire in ME1, to which I posited Korlus, Zorya, Pragia, the Citadel and the Collector ship to be areas in ME2 with visual impact. That seems fairly straightforward to me.


Uhh, sorry about that, i haven't smoke all day so i was a bit on edge earlier and wasn't really paying attention.

Take care!

#590
Doctor_Jackstraw

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The N7 missions are kinda neat but I enjoy like....playing them in a specific order in rapid succession to sort of give myself the feeling that I'm playing a "larger varied campaign"

ex:
     → N7: Abandoned Research Station
     → N7: Javelin Missiles Launched
     → N7: Imminent Ship Crash
     → N7: MSV Strontium Mule

Sort of makes it feel like you sneak into this ship that's been hijacked, break through security, you stop the missiles, then as a response they try to crash the ship so you have to stop that, then you work your way up to the top deck and secure the ship and leave on the normandy.  All 4 missions' intro and outro cutscenes SORT OF lead into eachother well enough that it almost creates a different mission by doing them all in succession.

it's kind of fun to try it for story missions too like...

     → N7: Blood Pack Base
     → N7: Communications Relay
     → Jack: Subject Zero

Kinda gives the impression that you are tracking the blood pack and knocking out relays to find the location of Jack's facility on the planet.  Sort of like a leadin.  I can't wait till firewalker comes out and I can do the same thing with those missions too.  It's kind of OCD autistic but it's also KINDA FUN.  :E

#591
slyguy07

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slimgrin wrote...

Tons of corridors in every mission...in ME2?

Pass the reefer dude.

Anyway, I want the inventory and I want it streamlined as well, but not axed. Someone start a poll on this. Having an item screen one click away isn't going to kill people.


Ah ha! Another forumite who has yet to discover my poll: social.bioware.com/965313/polls/3066/

#592
slyguy07

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yoda23 wrote...

Terror_K wrote...

Here's a mock-up I made of the basic thing I would have liked to have seen for ME2 and would like to see for ME3:-

Image IPB


+1 See folks. Adding a little more complexity shouldn't be that big a deal. XBOX'er FPS fans need to ease up on Bioware a bit. That crowd is leading Bioware down the WRONG path! <3

 
Yes all the FPS fanboys need to quit whining about people actually wanting an inventory especially when polls point to people actually wanting one. Everyone has the right to an opinion, but taking loot completely out of the game killed a good deal of customization. The DLC armors are lame only b/c you have no helmet toggle. The N7 armor is the only form of customization present in this game. It's pitiful for a RPG to have so little of it.

#593
Doctor_Jackstraw

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I think it would be interesting if upgrading wasn't a lateral thing and that when you picked a gun you picked which upgrade you wanted to load onto it. I'm fine with squad weaponry being straightforward but I like the idea of picking between like...critical upgrade and damage. Simplify it but keep it there. Also being able to see stats is something I'd really like for armor and guns and upgrades. It's a little confusing having to memorize all that stuff. Honestly I think the upgrade system in the pc mass effect was KIND OF on the right track, but it didn't need to be COMPLETELY dropped. I'd like to see it return in a way that was straightfoward and simple like....picking between which upgrade style you want to load in, but not having all of them take up space. Why would I pick shock absorber 1 instead of 2? Just have it default to whatever the highest level is.

mods are great, sorting through mods isn't.  The problem with the mods in 1 is that you'd just have SO MANY and it'd just be OVERWHELMING.  picking from a centralized focused list like in that shot for armor AND guns and gear in general is a cool idea.  Having SOME customization for the squad is neat too but it should by default be less complex than the main character.  Like you could give each character a single "upgrade" to choose from (a pool that they can all use, with a few individual for thier class/race/character.  But you still just pick a single upgrade, it's just you have an easy to navigate selection for them)

Y'know what I WOULDNT mind seeing?  If they took the paragon/renegade upgrade talent (just a single one, no splitting charm and intimidate) and just split it from the SPECTRE TRAINING type tallent.  My ability to shoot shouldn't be tied to my ability to talk, it makes getting the stronger conversation options a LITTLE too easy and almost makes the idea of NOT upgrading an infiltrator to an AGENT kinda pointless since why WOULDNT you just get the full paragon/renegade boost i mean what else would you be spending those points on?  And it'd create a tradeoff that was sort of missing in mass 2 for people who want to shoot for a more diplomatic shepard instead of one that shoots alot.  (4th level obviously would be picking between a larger paragon boost or a larger renegade boost)

Modifié par Doctor_Jackstraw, 19 mars 2010 - 12:10 .


#594
Doctor_Jackstraw

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Also what's the point of having an armory/weapons closet when you just pick your gear before going to your mission anyways? (Also please bring back the "go to the door to leave the ship" thing that was taken out of ME2) :<<<

#595
EternalWolfe

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Jackstraw, I agree that weapon modification needs to return in ME3(personally, i support modular weapon mods, like armor), but I don't think you have to lower the customization of squad members to make it more managable.

First off, if you have weapon mods behave like weapons do you can modify all the weapons after scanning one mod(rather then having to have 12 mods for 12 weapons).  You could also upgrade them like weapons, using research - I always saw Reserach Upgrades as being the new form of I-X equipment.  You could scan some new info and reserach, changing mods, for example, High Caliber Barrel mod into Scram Rail mods(I think those are the right mods from ME1).

Then, when in the mod screen, allow these choices: Save loadout(optional, although helpful), Apply modifications to all fabrications of this weapon(equips all characters Avenger, for example, with the mods you equipped), and Apply modifications to all fabrications of this type(equips all assault rifles, for example, across all characters with those mods).  Ta-da, you now have full customizablity for all characters, while allowing those who find it tedious to quickly and easily mod all weapons at once.  You could even throw on a 'Optimize' option, although what optimized means is questionable, I suppose.

Modifié par EternalWolfe, 19 mars 2010 - 12:49 .


#596
Murmillos

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Oh.. I've always believed ME2 should still had some stat aiming penalty, just not as bad as it was in ME1.



Starting off at about 85% accurate while in cover, 75% while moving - working its way up to 100% accurate in cover, 90% accurate while moving. With the 4th evolved tier being "Ammo Master; you are are able to carry 50% more ammo" and "Gun Slinger; all weapon damage and ammo power does 25% more damage."

#597
Darth Drago

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WillieStyle wrote...

Darth Drago wrote...
-Unfortunately the damage is already done. All the people who cant stand most or some of the drastic changes made to make ME2 probably wont get ME3 until they rent it at the very least. The shooter fan base that ME2 has now will likely be pissed off if they go out and get ME3 to find its no longer a complete shooter game. BioWare spent to much time focusing on the combat that they butchered or dropped completely what made ME1 good instead of fixing those issues.

Hahaha!
You're on the ME2 message board complaining about how much you hate it months after its release. You are emotionally invested in the franchise. Just like all those folks who claimed they'd boycott MW2, your bark is bigger than your bite.

I'll bet my mortgage that you'll buy ME3 the week it's released.


-Sorry but I will not spend $60 on a crappy third person shooter just to see how the story ends. If anything I’ll buy a used copy when its $20 two years later since that’s all the value I see in ME2 right now.

Mass Effect 2 to me is a incomplete game with a lot of cut scenes, too much shooting, some nice graphics to stupefy most players it seems, has no real replay value and it has a shallow plotline of a story tossed in to hide the fact that its nothing more than a weak third person shooter. It was fun to play three times before getting bored to death of it.

I expected better from a sequel, not a total f’ed up reboot of the franchise.

Modifié par Darth Drago, 19 mars 2010 - 05:44 .


#598
MarloMarlo

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Murmillos wrote...
I can't speak on behalf of Terror_K, but as for myself, but its just NOT because of that one thing - such as the lack of direct XP earning, but its due to everything combined.

It's a good thing I didn't just argue against one thing, then.
 

Murmillos wrote...
Just like there is not one single element that is required to make up an RPG or not, ME2 is just full of bunch of little things which constantly break the continuity of it being a good full RPG.

That's what many people don't seem to realize, or don't seem to have capability to understand.

A lot of people don't seem to understand that a combination of arguments that don't make sense don't suddenly become valid just because you bundle them up. If bundling had that effect on bad things, the United States wouldn't be in the economic situation that it is.

Murmillos wrote...
A change of one minor RPG element isn't much to worry about, such as your example of the NWM1 module, because for the rest of the game, nothing else changed right?

An element either adds, detracts or has no effect on whether or not something is an RPG. If it doesn't add or detract from it, then obviously it has no effect. If you take a trillion things that don't affect whether or not something is an RPG, you don't suddenly have a whole picture that says that a game is less or more of an RPG.

Take two FPS games and give one the loot, weapons, squad armor, level design, mission complete screens and stat customization elements from ME1 and the other the elements from ME2. They'd both be FPS games; one wouldn't be less or more of an FPS game than the other.

Take two FPS games and give one Halo's health system and another Doom's system along with the end of level screens. Which one is more of a first person shooter? Neither, obviously, since a particular health or inventory system or whatever doesn't have any effect on whether or not the game is an FPS. Bundle as many different rules or design approaches and it still won't make a difference.

No one has ever made a defensible argument about why any specific rule is needed for something to be an RPG. If all it took for something to be considered an "RPG element" was for it to be in an RPG, then first person shooting would be an RPG element, since that's in an RPG. And going by that logic, Doom's inventory system is an FPS element which, if found lacking in other FPS games, makes them less of a FPS.

Murmillos wrote...
ME2 is different, it changes a lot of little things.  A lot of little things. That is the problem.

The only problem that ME2 seems to have for people that argue that it's less of an RPG than ME1 is that it isn't ME1. That's the one thing that fits. Everything else is either factually incorrect (e.g. no inventory system) or, like I've been saying, irrelevant to a game being an RPG or more or less of an RPG than another game.

Maybe you like ME1's inventory system. Good for you, but it has nothing to do with whether or not ME1 is or is more or less of an RPG. A lack of mission complete screens doesn't change that. Nor does having merely more boxes to fill on the character screen. Add in squad armor customizaton, and ME1's inventory system is just as irrelevant as it was before.

#599
MarloMarlo

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Terror_K wrote...
I'd have to play it to see why... I don't actually have that particular mod. If there was a good reason for it I can understand, but with ME2 I couldn't see a good reason at all why they changed it and didn't keep the old method of earning XP for direct deeds rather than just getting a lump sum at the end. That hardly rewards players who go the extra mile to search every nook and cranny and get every kill, etc. It also encourages BS like unlimited spawn enemies. It doesn't technically make the game "less RPG" but it feels like it was done.

First off, your argument wasn't conditional, so Witch's Wake having a reason doesn't matter to the argument you made. If you want to make a different argument now, then fine.

That said, XP isn't the only form of reward in ME2 (or NWN1). I found a geth assault rifle on that quarian planet -- that's a reward.

There's also no better reason to give out XP per kill rather than at mission completions. That it feels like less of an RPG to you isn't a valid argument. You can say that you like instant XP gratification from enemy kills more than XP being rewarded for completing a mission. That's fine. But that's not the same as an argument that ME2 is less of an RPG, which I guess you acknowledge.

Terror_K wrote...
For the first: No. A written description only tells me vague details, it doesn't in any way outline the actual statistical values of the weapons and armour themselves. How can I compare weapons when there's no concrete mathematical representations to show me how each weapon performs in its various ways?

For the second: No again. They no more indicate the guns stats than picking up the various guns in Doom, Quake or Unreal Tournament represent the differences in how those guns perform. Which pretty much proves this aspect is purely a shooter mechanic now.

OK, they're not stats, but comparing  guns is easy. The guns you get after the first ones are probably better (in ways explained in the description). This isn't ME1 where you pick up every crappy gun that some random merc drops (and even then, they weren't better than the Spectre weapons). If you pick up a gun, there's a reason. That's a pretty clear indicator all by itself, especially for the Collector Ship weapons. And if not, there are always written descriptions, like "...fires in highly accurate five-round bursts and can be pulsed for rapid fire. Deadly at range, very accurate, and effective against armor, shields and biotic barriers. Upgrades the Avenger Assault Rifle." Or, "Overall, this weapon should be more effective against shields and barriers than a battle rifle, but will likely have less armor penetration capabilities." And that's all without having to fire a shot.

Without numbers, you might miss things like the Geth Assault Rifle doing 11 more DPS than the Collecor Assault rifle, but so what? It's 11 DPS. You don't need to know that it does 11 more DPS to know that a gun you only get on Hardcore difficulty or higher is probably better than one you get at the start of the game (assuming you have the Collector's Edition). And if you don't know, it's just 11 DPS. I challenge anyone to notice the damage output difference. And if you can, then you've just found yet another way to compare weapons without numbers in the descriptions. (You can also just read the description).

I would've preferred numbers, too, but that doesn't mean I'm also going to be able to validly argue that I can't compare weapons or that the guns are less RPG-ish than the guns in ME1. And, again, there's no such thing as "RPG mechanics," unless you want to count role playing as a mechanic. So saying something is more of a shooter mechanic is completely meaningless (to RPG purity arguments), even if you could argue why something is a shooter mechanic.

Terror_K wrote...
What I mean is that this is a method and feature used most commonly in more action-oriented titles rather than RPGs, which tend to try and make things flow a lot better and not throw up "Mission Complete" screens.

First off, if you care about flow and what's common in games, old RPGs are not something worth emulating. Stopping after ever fight to click on dead bodies (or bags left in place of a dead body that disappeared) and then click some more for coins and trivial things like fire crystals does not make flow better. Nor does manually running all the way back to the Normandy at the end of a mission, which isn't always done in ME1, by the way. Corpse or crate pop-up boxes, by the way, aren't that much different from mission complete screens, and probably come up way more often, consequently breaking the flow way more often.

Second, a feature being most commonly used in action-oriented titles rather than RPGs doesn't make it something that detracts from the RPG-ness of a game.

Terror_K wrote...
My main problem with these aspects is actually the fact that they're so clearly presented in a manner that's supposed to appeal to a more mainstream audience who usually play action games and often shy away from RPGs, to the point where it almost feels like the devs were giving their old fans the middle-finger in the process. It's like waving a flag that basically says "I'm An Action Game Made for Shooter Fans Above All Else!" to the old fans and to the new one says "I'm Not Too Involved Or Filled With Scary Stats, So No Need to Be Afraid Of Me"

I'd love to see you try to explain why that is, or why appealing to more people is somehow automatically the same as alienating old fans. Are old fans not supposed to like good shooter mechanics in a game series with shooter combat? Are old fans supposed to hate everything in a sequel that's different from or wasn't in an older game? Are old fans only people who liked an old game in a series because of how it handled every aspect of itself? Are old fans not supposed to like things that a lot of other people like? If not, then what's the point of this complaint and how can it be a valid criticism? You can have the opinion that Avatar is better than The Hurt Locker, but "because Avatar has a more realistic desert setting" isn't a valid reason for that opinion.

#600
SLPr0

SLPr0
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Dear Christina Norman,

NG+ had some very nice changes that I applaud you for developing the dynamics for.

They unfortunately as a side effect oversimplified and linearized the Mass Effect 2 experience as compared to the Mass Effect 1 experience.

In Mass Effect 2, I have very little option, my character is 1 or 0, Champion/Destroyer, Commando/Shock Trooper, so on, so forth, ad infinitum.

In Mass Effect, my character may be that 1 or 0 but its 1 or 0+1 (Spectre Advanced Training)/ Weapon/Armor/Biotics focuses of my choice.

Mass Effect characters are more versatile and thusly more individual and play according to the play style of the player. Mass Effect 2 characters are less versatile and play to the play style of the class that is chosen.

I have no effect on what abilities I can learn, I don't have enough abilities for me to ignore the few measly abilities I have and focus solely on a few for a certain play style I like. The addition of "Advanced Powers" for second play throughs was a nice try, but still, only adds a single element back to the customization of play style that was completely and utterly lost in NG+.

Also the sudden rarity of weapons in the Mass Effect galaxy in Mass Effect 2, as compared to Mass Effect 1 made the game extremely dissapointing. Everyone has the same options, everyone has the same upgrades, theres no way to do anything differently than someone else

So, in closing, while I appreciate the better "shooter" feel ME2 has over ME1, I really do not appreciate the loss of RPG feel ME2 has in compared to ME1.

And the largest problem from here is, if you try to find a happy place in the middle for Mass Effect 3, you then have 3 different titles supporting the same IP that all play in wildly different ways from each other.

It is my estimation that a middle ground must be found between the original game dynamics, and new game plus dynamics and not only must this middle ground be found, but it needs to be patched into/built into all three titles to reduce the wild variances in game style that will occur between all three titles unless ME3 is built completely to NG+ dynamics...which, no offense, I hope its not, because for all the good that NG+ did for Mass Effect's game play, there are so many simplifications, drawbacks and outright removals of old game dynamics, that I find NG+ to be pretty much a no score draw in regards to the "advance" of the game dynamics in Mass Effect.

You gained some good points, but lost so many others that there was just no way for NG+ to come out looking superior to the original dynamics. Had less of the original dynamics been culled, and NG+ had simply advanced some of the aspects of the older dynamics that were a bit weak, NG+ would have been a resounding success, but given an inordinate amount of hours logged between both Mass Effect and Mass Effect 2 at this point, I can, with complete confidence say that NG+ is a no score draw. You gained nothing from its implementation, and it was just good enough for you not to visibly "lose" anything in regards to the integrity of the title.

This of course means that further changes must be considered for Mass Effect 3, leading to the aforementioned three games playing three different ways conundrum that, as stated I don't feel will be good for the IP at all.

There needs to be a balance struck between ME and ME2, then that balance must be retrofitted into both titles and then used in ME3 itself. Then we don't just have a legendary science fiction story, but a legendary game play experience as well.

Just my thoughts, take them or leave them as you please. Thank you.

Modifié par SLPr0, 19 mars 2010 - 08:01 .