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Post by Andrew Waples on May 24, 2017 22:59:58 GMT
Coming off of DAI, the crafting system was simple, easy to understand. On my first play through it took a couple minutes (and a youtube video) to understand that the research menu wasn't the place you actually craft weapons and armor its the development menu. In DAI, you only needed one schematic (and four slots of resources depending on the item) of a particular weapon or armor piece. Why do I need to research a level one blueprint to reach a level two blueprint? Why is there even a need for the research mechanic in the first place? Then there's the things that you can craft. The weapons are diverse, i'll give em' that, but the armors are limiting both in number and design. There's only one new armor set for Remnant, three for Helius and two for the Milky Way. So, that means there's only six armor sets (only five that are new) to choose from. Comparing it to DAI, its disappointing for some reason they put more effort into weapon design then armor design. Design wise, why can't we have different "armor" types like Jall and PeeBee? I mean, their basically going around the battlefield in civilian clothing shooting things doing the same thing that your doing, so why not? At worse, pre-release I excepted a crafting system similar to DAI if not exactly like DAI, not what we currently have.
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Pwnstix
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Mass Effect Andromeda
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Post by Pwnstix on May 24, 2017 23:14:30 GMT
Yeah, I was hoping for more options, too, especially with armor. I'm also not a fan of the ranked weapons and armor, which I know is a call-back to the original Mass Effect, but that was my least favorite part of that game. I get that they were trying to bring back the RPG feel from the first ME, and the RPG inventory system from that and the Dragon Age games (or any RPG). I guess that works in Dragon Age, where you can have lots of "named" items (and even reuse the item model for more powerful items), and also have "unique" weapons and armor, since it's a fantasy game. Maybe that doesn't translate as well to a sci-fi setting, so they put armor and weapon ranks in. I don't know, I just can't seem to get behind that, but maybe that's just me.
But I did like how crafting worked in DAI, especially with weapons. You could actually see augmentations you were adding to them. They achieved the "rank" system basically by using high-quality or rare/unique materials, and I guess that's something else that doesn't translate well to sci-fi.
It's nice that you can mix and match the armor, though. Well, most of the armor anyway. The full-body armor, like Heleus Defender or the preorder Scavenger and Deep Space sets only let you change the helmet. Otherwise, for the rest of the armors, I think it's cool that the undersuit is there to keep a sort of "theme," even if you mix different arm/leg/chest pieces. Hopefully some more armors will be added in the future.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Deana on May 25, 2017 0:29:48 GMT
I was a bit disappointed that you couldn't make armor from scratch and pick what skills you want on each piece but N7 is always Biotic, Angaran is always Tech.. etc
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Post by themikefest on May 25, 2017 0:35:50 GMT
One thing that would have been nice is to craft colossus armor.
Overall the crafting wasn't bad.
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Post by colfoley on May 25, 2017 2:54:25 GMT
Amen to that.
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Post by KaiserShep on May 25, 2017 4:48:34 GMT
The reliance on augments was a bit much. I would've liked the ability to adjust the behavior of weapons without there being drastic caveats, like how the beam emitter nerfs the shit out of any weapon it's applied to. When I first saw the augment, I wanted to take something like the Sidewinder and essentially get something as close to a Star Wars hand blaster as I could. But it just taps enemies. Some augments are a great deal of fun, but far too many have terrible tradeoffs.
I don't think that this feature should go away, but I think that it could use more flexibility and the ability to greater personalize weapons and perhaps even make something that's practically godly. Personally I don't care about "breaking" the combat by being able to wrangle parts to make a ridiculously overpowered weapon.
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Post by Pwnstix on May 25, 2017 5:32:47 GMT
Yeah, I felt the same way about the augments, especially the charged plasma system. I hadn't read about it, didn't know anything about how it really handled, but I thought, "This sounds cool, I want to put this in a Sidewinder and turn it into a plasma-blasting pistol/shotgun combo!" And then I saw that the "bolts" just sort of...drop to the ground, a few feet away. I mean, I could understand it maybe lowering the rate of fire or accuracy or something as a tradeoff, but the description didn't say anything about the projectiles turning into derpy short-ranged plasma grenades. Anyway, I put plasma charge on a Talon and that was kind of fun though, although my FPS dropped every time I fired a charged shot...
So now, I don't mess with any projectile augmentations, after reading about a lot of them.
I'd love to see a weapon customization system like the kind in Dead Space 3. That was tons of fun. Even though there were really only a few combinations that were pretty much overpowered, they were all fun to mess with.
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Post by KaiserShep on May 25, 2017 5:41:09 GMT
Some weapons are ruined by behavioral modifications, while others might be a fun novelty that aren't any more effective than their regular counterparts. The only gun I've really found to be truly entertaining with a behavioral augment is the PAW with plasma seeking rounds, because in some ways it's almost like having the Invasion power with tons more projectiles that harasses targets and can get them out of cover. For me, it's basically just anything that deals with armor and shield damage and being free from ammo crates.
If there should be any kind of behavioral modification, it should have been something that allowed the ability to affect things like fire rate and firing modes. Like, being able to actually craft a Mattock, I would kill every Angaran baby in Heleus to be able to go full auto.
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Post by kira on May 25, 2017 5:53:12 GMT
The 'special' augmentations look interesting but I've never been tempted away from the basic damage/recharge/dam mitigation etc. augments, because I can see bigger downsides from using them. On the other hand it's a hard thing to balance: make them too good, and everyone uses them, and, well, they're not 'special' anymore.
I mean, baseline weapons are baseline for a reason: because they're the most effective and universal. The 'best', everything else being equal. Maybe this is my own lack of imagination and I could put effort into understanding situations where a special augment really is a benefit. On the other hand, probably like most players, I'm not industrious enough to want to micromanage.
I should say, there are things I like about the crafting system. The availability of minerals is good: as long as you mine, survey planets, salvage looted equipment, etctera., you will find everything you need, as long as you're relatively selective, and due to the time based releases from AVP and strike team missions, you can never run out entirely. And you don't have to do silly things like manually remove mods before deconstructing them, nor do you lose augments if you are upgrading your base armour or weapon. The game does not punish you for changing your mind and experimenting. Some games do.
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Post by Psychevore on May 25, 2017 11:53:18 GMT
I like the crafting system. Would've liked more armor options though. I find myself mostly using the same things though. Shield Oscilator on chest, some damage variant on legs and Power Booster on my main weapon. And always the Heleus Helmet, as it vastly superior to everything unless you play the game as a pure shooter game.
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Post by KaiserShep on May 25, 2017 22:11:58 GMT
I can never use the Heleus helmet because I just hate the way that thing looks. That, and I didn't squander many minutes of my life watching those "training" videos just so the Pathfinder Elite helmet can sit in the inventory.
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Post by TheInvoker on May 25, 2017 22:25:03 GMT
The System is similar to DA but also different...it's similar because we need materials ad projects but it's different because material do not gives bonus directly. Bonus are given by augmentations and i find many of them very weak or useless. i like very few of them (+2 mod slots is really good)
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Post by Furisco on May 25, 2017 23:32:28 GMT
Crafting isn't bad. The problem is that everytime you try to add or try something different it heavily nerfs the firepower of your weapons, no fun allowed. They give you this vast group of augmentations and mods to try but when you actually try to craft something fancy it fucks up the weapon. You want to make your shotgun shoot lasers instead of bullets ? TOO BAD, now it won't even hurt a pyjak. Really disappointing.
When it comes to armor they really need to improve their looks. Outside of some armor sets the rest looks really ugly. Remember the Kett armor ? Jesus christ.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, SWTOR, Anthem
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Post by Obadiah on May 26, 2017 1:55:49 GMT
I'd have liked more variety - as in more randomized pieces and stats of weapons and armor that could be found on each playthrough.
You're best bet is to always craft equipment in this game - I would have rather found a few pieces of random exotic powerful blueprint with special stats randomized on each play through (with maybe with +10% random boost to a stat or something), just to further differentiate each Ryder.
Why is your biotic Ryder wearing a Kett chestpiece? Found an experimental plan with a +20% boost biotic damage!
As it is, crafting is seriously missing any sense of serendipity.
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Post by NRieh on May 26, 2017 7:22:34 GMT
But why? I can easily imagine that Angara-something material giving more tech power, eezo boosting biotics and remnant's pieces adding to the combat power etc. We could also have some damage-boosters (adding biotic\cold\fire\electro damage to the rounds depending on the weapon mats).
As is - it's basically 'one armour per spec'. Now that we have mods (on PC), it's possible to actually have some customisation with swapping the skins. Console players are stuck with the 'defaults', however.
The weapons are numerous, but the useful ones are very few. The 'permanent' augmentations are the crime. It took me some googling to figure, that we need to break the old gun in order to reuse the vintage heatsink with the better tier...and we can NOT break something, that is currently equipped. And we are NOT allowed to unequip it outside the 'load-out stations'. And if it's the only item of a kind we would need to craft\buy an extra item first because it's impossible NOT to wear a chestpiece. Multiple weapons are good, but there are very few viable ones. The resources are limited, and there's no way to test them (ideally - before the crafting, but a simple shooting range would have helped)
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Post by Deleted on May 26, 2017 8:02:53 GMT
Agreed with some of the criticism. My two cents
- I hate that I can't equip the weapons/armors I have on the fly but have to go to a loadout station to do that. I mean they are in my inventory! I have no problem with research and development but once they are crafted I want to be free to equip them at my preference.
- As someone who did a pure soldier run the most combat dedicated armor was the Kett one and damn it's awful looking. I wanted to use the N7 but why they made it for biotics only is beyond my reasoning. N7 isn't just a biotic thing. I want a combat focused armor from the Milky Way tech. Give me the Colossus.
- I want consumables as weapon mods that I can take away or put while on the field. ME1 had that right.
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Post by kumazan on May 26, 2017 9:57:38 GMT
Agreed with some of the criticism. My two cents - I hate that I can't equip the weapons/armors I have on the fly but have to go to a loadout station to do that. I mean they are in my inventory! I have no problem with research and development but once they are crafted I want to be free to equip them at my preference. So much THIS. I don't understand why BioWare, after ditching most of the resemblance of realism ME had back in ME2 over the cool/fun factor, decided to go for a more realistic approach on this. Being limited to your current loadout while you roam around is just frustrating when you want to change something, and it doesn't affect immersion in any way. If my immersion wasn't hurt by my tiny elf archer carrying a couple dozen full body armors, I'll be fine with this.
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Post by Pounce de León on May 26, 2017 10:40:56 GMT
Your keyboard should have an "enter"-key. Use it.
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Post by Duke Cameron on May 26, 2017 14:00:49 GMT
Not a fan of the ranked system. It'll take me forever to be able to craft the Remnant X armor.
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Post by goishen on May 26, 2017 14:17:21 GMT
If they would'a had the system of finding armor (that leveled as you leveled) we'd be fine. So, at level 1, you would find level I Scorpion armor. At level 10, you would find level III Colossus armor, at level 50 you could find level IX whatever armor. Or to at least speed up the drops.
Also the augments really pissed me off, whereby you have to create those as well. If they would'a had those things just be found through out the world we'd be fine as well.
If they'd have had both, we'd be golden. Sure, maybe you can create TheBest Armor in game with TheBest Augments. But it's not necessary.
Right now, it's necessary to craft both, and the game's a dumpster fire. I wanna spend my time with my companions (another issue), not stuck in some menu wondering why I don't have X material when I just played for 36 hours on one planet doing every little side quest and mining everything in sight so that the planet looks like it's been strip mined.
It's just no fun.
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Post by KaiserShep on May 26, 2017 14:34:39 GMT
The only augments that could be a pain are the MW ones, since it takes much longer to get research points for, but in fairness, regular augments can be purchased. It's the ultra rare ones that may require crafting, though they can also drop when doing vaults and looting. Honestly, the only weapon augs worth a damn are the VHS, bio converter, seeking plasma and mod extensions, but that's just me.
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Post by wookiewhisperer on Jun 4, 2017 2:45:48 GMT
For a first draft of crafting in mass effect it's ok, could tweak the research data amounts that we need, Need more options in general though for armor, viable options, not trash options. And unrelated I wish weapons had a little more oomph to Not damage, but more feel. Like nothing scratches the itch that firing the saber used to fill
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Post by NRieh on Jun 4, 2017 17:20:16 GMT
That's not a 'first draft of crafting in mass effect', that's the 'fucked up rip-off of a well-designed and balanced crafting system from DAI'.
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Post by Link"Guess"ski on Jun 4, 2017 17:22:40 GMT
Companion-related customization in general. It clearly got rushed out the door before BioWare got around to implementing equipment or alternative squadmate gear/armor.
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Post by alanc9 on Jun 4, 2017 18:56:14 GMT
I'm not sure it makes sense to assume that Bio ever intended to do that.
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