What could Bioware do to improve for Mass Effect 3?
#26
Posté 29 mars 2010 - 03:12
And next time you make special armour, MAKE THE HELMET REMOVABLE!
#27
Posté 29 mars 2010 - 03:17
#28
Posté 29 mars 2010 - 03:55
2. More weapon customization like the first one albeit with a better inventory system (I had to write out all of the customizers I had to make sense of what I had and what to sell- condensing that down to have shredder ammo (5) rather than shredder ammo, shredder ammo, shredder ammo, shredder ammo, shredder ammo would be nice.
3. Deeper love story. We know the love interests are coming back but what will happen? It's been years and seeing your loved one "die." Things will be hard to set right. Also, my Shepard still is a little angry that Liara didn't have time for her. Also, it would be interesting to ask: can we make this work as two people on the same ship always so close to dying? Also, your love interest is either a lower ranked soldier OR a blue skinned alien who will outlive you by a factor of 8.
4. Larger scale battles: given how epic this story should be, some battles should feel like you're storming the beach at Normandy. Maybe you would have a full squad (12+) on your side as you battle through literally legions of Geth (50+ on the screen).
5. Ship to ship combat: again, emphasizing the epic. Maybe Shepard needs to make some command decisions on a battle whether ship to ship or fleet to fleet.
6. A deeper look into the Spectre organization.
7. More of a feeling of a WAR. Maybe your "side missions" have a direct effect on the main story such as killing supply lines or getting powerful upgrades.
That's all for now.
#29
Posté 29 mars 2010 - 04:04
Agreed. Aparently there was dialogue I missed from Jack (like her past) just because she wasn't a love interest. Same with Thane who never told me what that term meant. Kind pointless.
I-MOAR SEX. I could not believe that Bioware actually lost the battle to Fux News. It was very disappointing to find that the only "sex scene" that was even remotely revealing was Miranda's. As the final entry in the epic trilogy, ME3 should have the best, most romantic and touching REVEALING scene of consummation.
Agreed as well. My character stayed loyal to Liara but the love scenes, perhaps because there were so many different options, just seemed bleh. The love scene from the ME1 was so much better and more intimate. I'm disappointed that there wasn't a reunion scene like that with Liara. I mean: here's your first love back from the dead and all I get is a quick kiss? WTH?!?!!? Also, not actually discussing what I had gone through kinda sucked. I'm back from the dead and wondering what that means and the person in the universe that I should be the closest too has her skin folds up her rear over revenge against the Shadow Broker. Again, WTH!?!?!?
#30
Posté 29 mars 2010 - 04:59
2) More dialogue between party members. Yeah, the elevators were annoying, but the interaction between characters made it worthwhile for me. I'd skip the transit system in the Citadel on the offhand chance that I'd have dialogue instead of a report. ME2 kinda feels like you're in a vaccume.
3) More side missions. Not only do they help flesh out the setting, but they make going someplace to hunt down minerals feel less like a chore. I don't mind going to another system if I get to shoot something.
4) EVERYBODY RETURNS. Even if it's just email. Every. Single. Person. Comes. Back. I liked running into Fist and Helena on Omega. It made me feel justified in sparing them. ...And Fist was hillarious.
5) Either more armor/weapons, or more customizable pieces for them.
6) Refine the ammo system a bit. My poor, poor Engineer is having problems on Insane.
7) Improve the locations. Everywhere feels like it's there only for your gameplay. Illium is worst at this, followed by the Citadel. Omega has the closest thing to a feel of an actual environment, and even then...
8) More face options. What you have is great, but I'm always wanting more. ...Maybe that's just me.
9) Tiny complaint, nothing major, but there's nothing like seeing a very pale face and tanned arms. Could you fix that please? Thanks.
10) Last one. More romance options. While doubling it was nice, when I play a female Shep, I still don't really see anybody worth persuing. Maybe Thane, but he'd be gone by the next game, so... Yeah.
Anyway, just some off the top of my head.
#31
Posté 29 mars 2010 - 05:43
Make it 4 disk LONG woooot
#32
Posté 29 mars 2010 - 06:23
#33
Posté 29 mars 2010 - 11:16
Also, some endgame material would be nice, and mini-games in major cities that were actually rather challenging (unlike Pinnacle Station, which was fun, but a little easy and repetitive, I felt) so that you feel like there's a vast amount of things to do, even after you're done with the main story.
This is probably just me being picky, but a little more customisation in terms of your squad would be cool, even if it just involved them having two base outfits that you were then able to change the colour of - I liked being outfits in ME2, but I feel like there was something more personal about the armour system in ME1, they were your teammates.
Modifié par bear_faced, 29 mars 2010 - 11:19 .
#34
Posté 29 mars 2010 - 01:22
#35
Posté 29 mars 2010 - 02:28
I'm used to being able to use a scroll wheel to scroll vertically through menus, like in ME1 and like most PC games from the last decade or so. I'm used to being able to double-click in menus instead of clicking an option then dragging my mouse to the opposite side of the screen to click an Okay button like in most PC games from more than the last decade or so, ME1 again included. Seriously, there's no excuse at all for a lack of single/double-click in a PC game. Having to wait 20 seconds every time I enter the Title Menu doesn't win me over either.
Flaws like this make me think 'shoddy console port' and this kinda crap makes me refund/trade-in games on principle. If it were any other company but BioWare, I'd have written this game off based on the first few minutes with the menu. As it is, it's a blow to my faith and I hope those involed with the PC porting take their jobs a lot more seriously in the future. Or they could just let the guys who ported ME1 take their job.
#36
Posté 29 mars 2010 - 02:59
2) Ability to manually crouch again.
3) Combat Armor please, to return in ME3. Unique pieces for each squad-member - even better. For fans who prefer a bit of 'skin' or 'curve' though, ability to switch between casual/combat outfits for squaddies.
4) A simplier inventory system to ME1, but not completely removed like in ME2. More RPG elements needed.
5) Just keep doing what you are doing Bioware, you're great.
Modifié par OneBadAssMother, 29 mars 2010 - 03:00 .
#37
Posté 29 mars 2010 - 04:23
1. For resource mining, holding the right mouse button to scan is a quick way to have carpal tunnel, only clicking the right and left simultaneously to drop a probe seems better. Or use the Hammerhead, it's much improved over the Mako.
2. The special armors should have individual pieces with bonuses similar to the N7. Companions should also be able to have armor.
3. Powers should be on separate cooldowns just like in ME1 (You've dumbed down the system a bit too much), at the very least ammo powers should be separate from biotics/tech and be instant.
4. More biotic combos, also introduce tech combos to make tech as viable for cc.
5. Make Engineer's combat drone more mechanical, giving it improved weapons or powers with each rank effectively turning Engineer the summoner of mass effect.
6. Larger noncombat areas in places such as Citadel, Illium, Omega etc. (Tuchanka felt confining). More character interactions in combat/noncombat areas. This is one of the few things lacking in ME2 that ME1 has plenty of.
All I can think of atm, Engineer definitely needs more tweaks since it doesn't stand out from the other classes. Thanks for an incredible job Bioware, you've made ME2 a huge improvement over the first.
#38
Posté 29 mars 2010 - 04:32
2. maybe weapon mods like from the original me?
#39
Posté 29 mars 2010 - 04:32
Leon Zweihander wrote...
3. Powers should be on separate cooldowns just like in ME1 (You've dumbed down the system a bit too much), at the very least ammo powers should be separate from biotics/tech and be instant.
I don't understand why this is seen as "dumbing down". It forces you to be more tactical with your use of powers, otherwise you can just spam them. If anything, you could say it would make sense for tech, weapon and biotic powers to have separate cooldowns because they run through different devices, but it really doesn't make a lick of sense if, say, Reave has to cool down and I can still use Pull if they're both powered by the same bioamp. Plus the powers have varying cooldown periods, so it's not like anything's been simplified here. I really don't get this complaint.
#40
Posté 29 mars 2010 - 04:38
Modifié par Leon Zweihander, 29 mars 2010 - 04:39 .
#41
Posté 29 mars 2010 - 04:40
Leon Zweihander wrote...
It dumbs it down because armor/shields/barriers limits you to one option, leaving the rest of your powers unavailable when the mob's defense is gone. Multiple cooldowns leaves you with more choices, an improvement compared to ME2's system.
Sounds to me like it would just make combat easier.
#42
Posté 29 mars 2010 - 04:46
#43
Posté 29 mars 2010 - 04:47
spacehamsterZH wrote...
Sounds to me like it would just make combat easier.
So that part about having one option only, terribly complex isn't it?
#44
Posté 29 mars 2010 - 08:11
More missions
More dialogue options that are clearly identifiable as Paragon-Renegade builders. Perhaps not at first, but as you climb up the one side or the other, you can see which dialogue option will produce a certain bonus. I've played ME2 enough times now that I know what is what, but I shouldn't have to play it 5+ times to be able to naturally hit full Paragon-Renegade bar.
Carry over LI decisions (assuming they survived). Missions can be cloned to make it easier on the developers to interchange one person for another, but at least we can get a bit more of feel for a previous decisions from ME2, as we play ME3.
#45
Posté 29 mars 2010 - 09:36
casedawgz wrote...
Universal Cooldown was a great thing. It allows each fight to take advantage of the players special skills and abilities. Each fight as an Adept or Engineer in ME1 usually consisted of spamming abilities and then using guns for the remaining 1+ minutes of cooldown. It makes you feel more like an adept when you can continue to use your powers throughout combat.
couldnt agree more, but give the adept some type mass effect blast. because all i did in mass effect 2 was spam warp thorough most of fight on insanity
#46
Posté 30 mars 2010 - 07:52
casedawgz wrote...
Universal Cooldown was a great thing. It allows each fight to take advantage of the players special skills and abilities. Each fight as an Adept or Engineer in ME1 usually consisted of spamming abilities and then using guns for the remaining 1+ minutes of cooldown. It makes you feel more like an adept when you can continue to use your powers throughout combat.
Did you not get past lv20 or something? That is only true in early game (Eden Prime, Therum). By mid game you can throw out abilities quite a lot throughout the fight. Not enough that you needn't use your gun, but that was the point. It forced you to use your weapon sometimes, and use more than one ability instead of spamming the same one over and over and over and over. By late game most classes could fling mines all day, eat rockets for breakfast, keep an entire room of enemies suspended indefinitely (or floored if you prefer), and beat Krogans in a punching contest.
#47
Posté 30 mars 2010 - 12:11
Leon Zweihander wrote...
spacehamsterZH wrote...
Sounds to me like it would just make combat easier.
So that part about having one option only, terribly complex isn't it?
I don't understand the concept of complexity you're applying here. I don't see how it makes the game more "complex" if I can thoughtlessly spam abilities without having to worry how it's going to affect everything else. With universal cooldown and varying cooldown periods for different abilities, everything is related and you have to plan much more. Take Barrier, for example. If the long cooldown on Barrier didn't mean that I can't use any of the other abilities, what's to stop me from simply using Barrier all the time, rendering me effectively invulnerable and then blasting the crap out of everyone cycling through the rest of my abilities and then cleaning up with the gun? There's not tradeoff that way, no balance, everything becomes too easy. Universal cooldown actually forces you to take a semi-round based approach to combat, and, uh, I thought more RPG elements was a good thing?
#48
Guest_mrfoo1_*
Posté 30 mars 2010 - 12:26
Guest_mrfoo1_*
#49
Posté 30 mars 2010 - 12:54
I will use Jacob as an example of this system:
-Change weapon -> activate the inferno ammo
-Battle begins -> activate the barrier
-Shields less than 20% -> activate the barrier
-Health less than 50% -> go to a cover
it's little hard to explain the system, but it was really great. You could also prioritize the commands, for example the manual commands come before the automatic commands.
#50
Posté 30 mars 2010 - 01:18
Modifié par greghorvath, 30 mars 2010 - 01:19 .




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