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Post by SwobyJ on Jul 12, 2017 16:12:58 GMT
OP:
Sort of? I mean, sure.
But my biggest want for Helius is just to fill in some gaps with DLC (this can be Meridian, finding a home for Turians and Quarians, deeper Angara secrets, whatever), and treat the region as a place to return to like an extended Citadel (as in Nexus+colonies, Nexus being smaller than the Citadel but more terrestrially oriented while more open to exploration). So MEA2, hey maybe return to see how Eos has developed into a proper nation, or nations of 10s-100ks+*. Maybe see Habitat 7. Maybe fight to save Aya. Whatever. Just not all of it at once, since we have all sorts of other new things to see - or if Bioware chooses, older things (MW).
*insert theory about Remnant tech being used to create a neo form of MW life for sake of population boom
Basically, I don't need to see Habitat 7 any time soon. But if it came in DLC, I wouldn't complain, and if it came in MEA2 or a MEA3, I would be good with it. Its not like we got good narrative 'confirmation' one way or another about it having deeper stories to offer or not. We only see weird life and a vault gone very bad.
EDIT: Also I don't think most of the damage can be quickly fixed. The vault shutdown likely calmed the worst of things, but the climate change will probably last for years, perhaps decades, and for all we know, centuries. Unless its written that this vault is actually fixed, or even that Helius starts building its own. For any time being, it'll continue being a stormy and electric world, with gravity phenomenon and some dirty air. Its just more open now, with lightning rods installed, to being a livable world as long as it has some external resource support. It will certainly not be a primary home for humanity or anyone else, but it could become a sign of optimism if it can be successfully colonized and especially if it can become self-sufficient.
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Post by Psychedelic on Jul 12, 2017 16:19:59 GMT
It feels like they had put more effort into the habitat 7 map. Would make sense, considering it is the first look you get on one of the game's exterior maps, so they wanted something shiny to impress the players. But I don't get why they are trying to terraform the planet, just because it was the designated human homeworld? It seems like pure obstinacy, with a massive tendril of the Scourge so close to the planet, it would make life there difficult, at best. And then there is the matter with the vault. As I understood it, Alec just powered it down to end the storms and didn't repair it, so the thing might be not operational anymore, which is supported by the A.I.'s later attempts to use "traditional" terraforming and not to rely on Remnant tech.
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Post by SwobyJ on Jul 12, 2017 16:26:37 GMT
It feels like they had put more effort into the habitat 7 map. Would make sense, considering it is the first look you get on one of the game's exterior maps, so they wanted something shiny to impress the players. But I don't get why they are trying to terraform the planet, just because it was the designated human homeworld? It seems like pure obstinacy, with a massive tendril of the Scourge so close to the planet, it would make life there difficult, at best. And then there is the matter with the vault. As I understood it, Alec just powered it down to end the storms and didn't repair it, so the thing might be not operational anymore, which is supported by the A.I.'s later attempts to use "traditional" terraforming and not to rely on Remnant tech. Try 'Ai' in order to not confuse with artificial intelligence. Just a suggestion. And they're in no rush. There may be years of tests (all potentially productive anyway) and decades of attempts. Ryder may never even see it as a proper colony in his lifetime. But naming it Ryder-1 (also IMO implying that Ryder may become a more common planetary name in Andromeda) means that it is important to the Ai that people feel safe enough in Helius that even the most hostile of environments might one day be accessible. That Helius is their home - even the place where it all might have gone wrong. Sure, there's no pressing need to set up a main colony asap, but that's obvious. And learning non-vault faster terraforming will be a boon for if they one day want to set up things beyond their current worlds, so might as well use Ryder-1/Habitat 7 to try. The Remnant tech (not just Vault by themselves) will be utilized.
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Post by sjsharp2010 on Jul 12, 2017 17:06:18 GMT
I can and I can say the environments in DAI are very beautiful. Took my breath away when I first saw the cutscene that introduced us to Skyhold. It was very well done. The one nice thing I can say about Frostbite is it can do environments and locations beautifully even if it does struggle in one or 2 other areas like hair and faces. I do think things aer getting better though in that area so steps are clearly being made in the right direction. I am not a big fan of DA:I landscapes but the Coast area is pretty. Forests are too monochrome, not enough flowers in the grass. In that respect, Alderaan was more visually interesting, and one of the old games, either JE or Kotor had those gorgeous tall grasses with flowers... I really miss that in frostbite. I like that Andromeda has some interesting color schemes, particularly on Havarl and Kadara. And on H7. I am hoping to see more of it, and I wish they did more with Voeld skies/landscape. Greener skies, with Aurora, the reflection in the meltpools, the algae growth on the fringes, maybe even morainal and fluvioglacial deposits coming from under Ice with some funky early vegetation would have been incredible. I don't know about that but then I do tend to take into account that they did tone DAI down a little bit I think in order to make it a little more compatible with the last gen systems (PS3/360) when it comes to evaluating it. So perhaps I'm a little more forgiving in matters like that.
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Post by geezer117 on Jul 12, 2017 17:11:05 GMT
Ryder-1 vault could be a DLC.
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Psychedelic
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Post by Psychedelic on Jul 12, 2017 17:11:22 GMT
It feels like they had put more effort into the habitat 7 map. Would make sense, considering it is the first look you get on one of the game's exterior maps, so they wanted something shiny to impress the players. But I don't get why they are trying to terraform the planet, just because it was the designated human homeworld? It seems like pure obstinacy, with a massive tendril of the Scourge so close to the planet, it would make life there difficult, at best. And then there is the matter with the vault. As I understood it, Alec just powered it down to end the storms and didn't repair it, so the thing might be not operational anymore, which is supported by the A.I.'s later attempts to use "traditional" terraforming and not to rely on Remnant tech. Try 'Ai' in order to not confuse with artificial intelligence. Just a suggestion. And they're in no rush. There may be years of tests (all potentially productive anyway) and decades of attempts. Ryder may never even see it as a proper colony in his lifetime. But naming it Ryder-1 (also IMO implying that Ryder may become a more common planetary name in Andromeda) means that it is important to the Ai that people feel safe enough in Helius that even the most hostile of environments might one day be accessible. That Helius is their home - even the place where it all might have gone wrong. Sure, there's no pressing need to set up a main colony asap, but that's obvious. And learning non-vault faster terraforming will be a boon for if they one day want to set up things beyond their current worlds, so might as well use Ryder-1/Habitat 7 to try. The Remnant tech (not just Vault by themselves) will be utilized. That's why I wrote A.I. instead of AI, but it didn't help, it seems. The Scourge can rip whole planets apart, as happened to the designated Turian homeworld, so they could choose almost every other planet for terraforming, as long as it is in a safer location, and would be better off. Sure, they wanted a symbol, but that's exactly what rubs me the wrong way. They placed symbolism above more valid concerns, not to mention the effects on the Initiative's morale if their little pet project should fail. Probably best to accept colonizing Habitat 7 as a case of typical game logic, but it's still not pretty.
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Post by Deleted on Jul 12, 2017 17:19:14 GMT
I am not a big fan of DA:I landscapes but the Coast area is pretty. Forests are too monochrome, not enough flowers in the grass. In that respect, Alderaan was more visually interesting, and one of the old games, either JE or Kotor had those gorgeous tall grasses with flowers... I really miss that in frostbite. I like that Andromeda has some interesting color schemes, particularly on Havarl and Kadara. And on H7. I am hoping to see more of it, and I wish they did more with Voeld skies/landscape. Greener skies, with Aurora, the reflection in the meltpools, the algae growth on the fringes, maybe even morainal and fluvioglacial deposits coming from under Ice with some funky early vegetation would have been incredible. I don't know about that but then I do tend to take into account that they did tone DAI down a little bit I think in order to make it a little more compatible with the last gen systems (PS3/360) when it comes to evaluating it. So perhaps I'm a little more forgiving in matters like that. Well, I am just saying what looks pretty to me, what is not, not so much in terms of quality - graphical quality is high in DAI landscapes, they are just not what pleases my eye/imagination, I suppose. I am pretty sure DA:I actually have higher graphics "niceness" than SWTOR, but some SWTOR areas are just prettier backdrops. I also love DA2 and ME2/3 despite it being quite limited in the variety of backgrounds offered. I still think JE areas look neat, even when you can see how old the game is when you look at chars.
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Post by AnDromedary on Jul 12, 2017 17:19:14 GMT
I wouldn't have minded jumping from floating rock to floating rock with the Nomad. In general, I do think all the "big" planets (Voeld, Eos and Elaaden) would have been better off just being half of their size and instead have 2-3 more planets. The sand and snow deserts really were over done. I'd much rather have seen Elaaden be something else as well, maybe volcanic, I found Peebee's loyalty world to look spectacular and wouldn't have minded a bigger map in that style rather than another desert. My favorite is probably Havarl, which looks really very alien but Habitat 7 certainly also had a cool vibe to it. If they do make DLC or a sequel, I hope they go for more diversity like this. Edit: Corrected typo and changed dessert to desert. I actually wouldn't mind a huge dessert world. Just imagine the chocolate mouse mountains.
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Post by Croatsky on Jul 12, 2017 17:41:40 GMT
Yes, I'd love to but there's really no reason to come back to Habitat 7, story wise. Planet has an unstable weather and gravity, it's very dangerous for ships to get there and leave intact. As well since Pathfinder's job is to find habitable worlds and resources, Habitat 7 fails to meet those requirements. So Pathfinder Ryder has no reason to come back, especially since the planet's Vault is dead. Wasn't the planet being terraformed at the end of the game? The vault wasn't dead. Terraforming efforts are done with Andromeda Initiative technology and resource. It is very unlikely planet will be in habitable conditions before Ryder dies of old age.
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Post by traks on Jul 12, 2017 17:55:17 GMT
Well... technically... you can return to H7. I was excited to go back, only to find out that I can't set foot on the planet again. Would've loved one post-game mission on Habitat 7 to explore it again/under different circumstances.
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Post by Deleted on Jul 12, 2017 18:52:30 GMT
I was sure as shit that we would've been able to go back in the postgame... disappointed I was.
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Post by sjsharp2010 on Jul 12, 2017 19:48:52 GMT
Wasn't the planet being terraformed at the end of the game? The vault wasn't dead. Terraforming efforts are done with Andromeda Initiative technology and resource. It is very unlikely planet will be in habitable conditions before Ryder dies of old age. Yeah the planet had already past the point in which the vault could repair it I think which was why the Initiative have to do it the old fashioned way as Kallo puts it. Whereas the other planets where you activate the vaults haven't past the point of no return yet like Habitat 7 and HO47c (the turian world) had so those worlds could be saved which you do by activating the monoliths and vaults.
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Post by Croatsky on Jul 12, 2017 19:57:11 GMT
Terraforming efforts are done with Andromeda Initiative technology and resource. It is very unlikely planet will be in habitable conditions before Ryder dies of old age. Yeah the planet had already past the point in which the vault could repair it I think which was why the Initiative have to do it the old fashioned way as Kallo puts it. Whereas the other planets where you activate the vaults haven't past the point of no return yet like Habitat 7 and HO47c (the turian world) had so those worlds could be saved which you do by activating the monoliths and vaults. Actually it is because the Vault is dead, after Alec Ryder turned it on indirectly to calm the weather and weaken the Scourge. That sort of interfacing was a mistake, although necessary considering the circumstances.
Which is why on Eos, Ryder goes slowly and deeply into the Vault and interfaces with it directly to terraform Eos.
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Post by jaegerbane on Jul 12, 2017 19:59:08 GMT
I think that the reason Habitat 7 and Havarl worked was because they weren't full maps. I truly believe that the reason we got stuck with sand or ice on the open world planets was because the game had to be able to render the area at a speed that could keep up with the speed of the Nomad. So you could have floating mountains, weather effects, lush jungle, etc on the planets where you couldn't use the Nomad. Even on Voeld, the only part where it was really snowing, was the beginning where you had to walk to the Angaran base. It's also probably why your horse was so slow in DA:I. To allow the areas to render without lag. I think they should have had pockets of what the planets used to look like, where you could get out of the Nomad and explore of foot. Descend into caverns, go in caves, or have the areas around the vaults protected by residual energy from the vaults or something. You had a protected area on Habitat 7 that wasn't even a large cave, or really protected in any way. Somewhat. I think the broader problem is that if they were going to do six explorable planets, they didn't really have the room for four of those (Voeld, Eos, Elaaden and H-047c) to effectively be desert planets with the single jungle planet being so much smaller. Being realistic, they should really have tried to do something very different with each world. They were kind of on the right track with Kadara (with its weird mushrooms and rock formations) and Elaaden itself is a phenomenal piece of work, but Eos felt a bit too generic and H-047c just needed to be more. The contrived reason for why we couldn't leave the Nomad felt very forced. Havarl really needed to be on the same scale as Eos (if they don't have the Nomad then fine, compensate with more impassable areas like what they did with Pandora in the Avatar game), and they needed something like a marshy, creepy planet (think Dagobah - the Frostbite 3 can do this kind of thing incredibly well, just look at the DAI Jaws of Haakon DLC), and perhaps a tropical/paradise planet (which ironically I think Hab 7 was originally before the scourge).
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Post by AnDromedary on Jul 12, 2017 20:12:29 GMT
I think that the reason Habitat 7 and Havarl worked was because they weren't full maps. I truly believe that the reason we got stuck with sand or ice on the open world planets was because the game had to be able to render the area at a speed that could keep up with the speed of the Nomad. So you could have floating mountains, weather effects, lush jungle, etc on the planets where you couldn't use the Nomad. Even on Voeld, the only part where it was really snowing, was the beginning where you had to walk to the Angaran base. It's also probably why your horse was so slow in DA:I. To allow the areas to render without lag. I think they should have had pockets of what the planets used to look like, where you could get out of the Nomad and explore of foot. Descend into caverns, go in caves, or have the areas around the vaults protected by residual energy from the vaults or something. You had a protected area on Habitat 7 that wasn't even a large cave, or really protected in any way. Somewhat. I think the broader problem is that if they were going to do six explorable planets, they didn't really have the room for four of those (Voeld, Eos, Elaaden and H-047c) to effectively be desert planets with the single jungle planet being so much smaller. Being realistic, they should really have tried to do something very different with each world. They were kind of on the right track with Kadara (with its weird mushrooms and rock formations) and Elaaden itself is a phenomenal piece of work, but Eos felt a bit too generic and H-047c just needed to be more. The contrived reason for why we couldn't leave the Nomad felt very forced. Havarl really needed to be on the same scale as Eos (if they don't have the Nomad then fine, compensate with more impassable areas like what they did with Pandora in the Avatar game), and they needed something like a marshy, creepy planet (think Dagobah - the Frostbite 3 can do this kind of thing incredibly well, just look at the DAI Jaws of Haakon DLC), and perhaps a tropical/paradise planet (which ironically I think Hab 7 was originally before the scourge). I liked the idea of H-047c a lot (especially the gravity change was cool). As you said, it would have been better if it had a bit more meet to it. But it was a good start. I thought Hawarl was fine as it was. Not every planet needs to be the same size IMO. Kadara was also quite cool I thought, being a "normal" planet but as such already being the odd one out. The other biotopes that you describe could have been cool, ironically it wouldn't quite have fit into their story. If the initiative found too many principally habitable planets, it would have made the whole theme of their struggle somewhat implausible. But yea, as I said above, more diversity would have been great, maybe a "ruined city" planet like Feros or a real water planet with archipelagos and such (must not be water, could be another liquid to make it less hospitable), a remnant planet, where everything, even the ground is tech... The possibilities are endless. My guess is that they probably ran out of time (I still do believe that Kotaku article about the ME:A dev problems) and making effectively 3-4 (if you cuont the asteroid) desert planets was the most efficient thing to do. That's why I really want to see an ME:A2. I believe, now that the game mechanics are ironed out, they could potentially do some spectacular things.
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Post by cypherj on Jul 12, 2017 20:35:26 GMT
I think that the reason Habitat 7 and Havarl worked was because they weren't full maps. I truly believe that the reason we got stuck with sand or ice on the open world planets was because the game had to be able to render the area at a speed that could keep up with the speed of the Nomad. So you could have floating mountains, weather effects, lush jungle, etc on the planets where you couldn't use the Nomad. Even on Voeld, the only part where it was really snowing, was the beginning where you had to walk to the Angaran base. It's also probably why your horse was so slow in DA:I. To allow the areas to render without lag. I think they should have had pockets of what the planets used to look like, where you could get out of the Nomad and explore of foot. Descend into caverns, go in caves, or have the areas around the vaults protected by residual energy from the vaults or something. You had a protected area on Habitat 7 that wasn't even a large cave, or really protected in any way. Somewhat. I think the broader problem is that if they were going to do six explorable planets, they didn't really have the room for four of those (Voeld, Eos, Elaaden and H-047c) to effectively be desert planets with the single jungle planet being so much smaller. Being realistic, they should really have tried to do something very different with each world. They were kind of on the right track with Kadara (with its weird mushrooms and rock formations) and Elaaden itself is a phenomenal piece of work, but Eos felt a bit too generic and H-047c just needed to be more. The contrived reason for why we couldn't leave the Nomad felt very forced. Havarl really needed to be on the same scale as Eos (if they don't have the Nomad then fine, compensate with more impassable areas like what they did with Pandora in the Avatar game), and they needed something like a marshy, creepy planet (think Dagobah - the Frostbite 3 can do this kind of thing incredibly well, just look at the DAI Jaws of Haakon DLC), and perhaps a tropical/paradise planet (which ironically I think Hab 7 was originally before the scourge). The other thing about Havarl was that is was dark, and it was raining. It was the only planet I think where you used your suit light, which I thought was really cool. It had jungle, marsh, weather, and darkness. The other planets could have been better with more weather effects, blowing snow, sand, which would have given more of the uninhabitable vibe. It's too hot, or too cold just didn't work for me. I almost remember seeing something pre release where there was blowing sand and they talked about sandstorms and stuff. But I could be mistaken.
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Post by jaegerbane on Jul 12, 2017 20:46:07 GMT
the other thing about Havarl was that is was dark, and it was raining. It was the only planet I think where you used your suit light, which I thought was really cool. It had jungle, marsh, weather, and darkness. That's a fair point, tbh. If Havarl had been much larger - maybe with a coastal region of the map (think the lake to the south on Eos) - and felt more like a large jungle rather than a little forest area near a ruin, then it would have been less of an issue. I think the best way to describe Havarl is that it was a missed opportunity. They had the chance to do their own version of Pandora from Avatar and they kind of skimped out. If they fancy setting a DLC there then I'd be all over it
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Post by Deleted on Jul 12, 2017 21:48:02 GMT
Somewhat. I think the broader problem is that if they were going to do six explorable planets, they didn't really have the room for four of those (Voeld, Eos, Elaaden and H-047c) to effectively be desert planets with the single jungle planet being so much smaller. Being realistic, they should really have tried to do something very different with each world. They were kind of on the right track with Kadara (with its weird mushrooms and rock formations) and Elaaden itself is a phenomenal piece of work, but Eos felt a bit too generic and H-047c just needed to be more. The contrived reason for why we couldn't leave the Nomad felt very forced. Havarl really needed to be on the same scale as Eos (if they don't have the Nomad then fine, compensate with more impassable areas like what they did with Pandora in the Avatar game), and they needed something like a marshy, creepy planet (think Dagobah - the Frostbite 3 can do this kind of thing incredibly well, just look at the DAI Jaws of Haakon DLC), and perhaps a tropical/paradise planet (which ironically I think Hab 7 was originally before the scourge). The other thing about Havarl was that is was dark, and it was raining. It was the only planet I think where you used your suit light, which I thought was really cool. It had jungle, marsh, weather, and darkness. The other planets could have been better with more weather effects, blowing snow, sand, which would have given more of the uninhabitable vibe. It's too hot, or too cold just didn't work for me. I almost remember seeing something pre release where there was blowing sand and they talked about sandstorms and stuff. But I could be mistaken. First, a tundra is not desert. There is plenty of precipitation on Voeld... it's in the form of snow and ice. There is plenty of snow falling on Voeld before you reset the vault. Resetting the vault causes the skies to clear and then there are even stars and aurora borealis revealed. During Drack's loyalty mission, it is also dark and raining and there is even some lightning. There are little dust devils that come out of the sand on Eos. I've seen a breeze moving the trees about a bit on Elaaden at Paradise. The weather effects are not as intense as TW3, but they are there and are, quite frankly, more varied than TW3... and I'm frankly getting real tired of people asserting that they are non-existent. Also, if this is/was to be the first game in a series... then there are plenty of opportunities coming up for different environments. Why do people want them to blow the entire wad on the first game... just so the second, third, etc. games can have nothing left to add? There is also the prospect of seeing more dramatic changes resulting from the vaults on these same worlds in future games. The environments, story-wise, were not supposed to be able to really sustain life... so why should people expect to have a lot of lush planets. It goes against the story. If a colony prospect was really lush and nice, they could have just dropped all 100,000 people off the Nexus in one spot... end of story. It doesn't take much space to support a population that small really.
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Post by PillarBiter on Jul 13, 2017 8:44:22 GMT
Game developers think these days: "the bigger the sandbox, the better". Thats all but true. You need to streamline your world. Make it fun.
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Post by ProbeAway on Jul 13, 2017 9:49:14 GMT
Game developers think these days: "the bigger the sandbox, the better". Thats all but true. You need to streamline your world. Make it fun. I agree. They should have halved the size of the four main nomad planets and compensated by cutting out a bunch of the generic Kett, Remnant and Outlaw camps, and then added a couple more planets of that size with their own distinctive landscapes. Alternatively they could have made those additional planets more linear, like Habitat 7, each with their own meaty side quest.. Open world is all the rage but I'm not convinced Bioware stopped to realise that the bigger the world is, the harder it is to keep a tight narrative and steady pacing. It actually blows my mind that at one point they were seriously aiming to do dozens of proc gen planets. Madness.
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Post by cszoltan on Jul 13, 2017 10:48:48 GMT
Visually it was very distinct, and the only planet that didn't somehow fall into generic environments (the ice planet, 2 desert planets). I wasn't a huge fan overall of MEA's open worlds, but I'd have traded one of the ones in game for Habitat 7 I always thought that Paradox was meant to be on Habitat 7 given the lightning storms and space whales. Probably my foolish ass thinking there can only be one planet in Heleus that experiences storms None of the planets I've been to have been "generic" anything. There are alien details on all of them. You fail to even mention Havaarl - jungle with very different vegetation and a very remnant city view from the top of the sanctuary there and "space whales." Kadara has all those burning lakes and geysers. That Voeld's structures are built on frozen seas has some intriguing implications if a sequel is made and that planet eventually warms up. H-057 is clearly a moonscape where one is restricted to exploring only within bubbles. Eos and Elaaden are completely different sorts of deserts... Eos is a rocky desert with hoodoos. Elaaden is more a loose sand sort of desert. They are unqiue from each other. We don't get to see a whole lot of it, since it is just meant to be an urban hub environment... but Aya's waterfalls and extreme cliffs are spectacular. Furthermore, these were all supposed to be potentially habitable worlds... which means that they would fall within the parameters for life as we know them here on earth. A pathfinder looking for a home for humans (along with a few other species with similar environmental requirements for life) has no reason to explore environments deemed before departure to be unsuitable for life. Now, perhaps if we get a sequel and the pressure is off about finding a home and there are other reasons for the pathfinder to explore... we'll see the even more alien environments become introduced into the series. ... and BTW - Voeld had storms... they're known as snow storms or blizzards. They clear after you reset the vault. It was also raining on Havaarl much of the time... not a violent lightning storm... but a more gentle jungle rain storm. A planet being fit for human life doesn't mean it can't also look alien. Like Havarl or H7 for example. Eos, Voeld, and Elaaden are very disappointing to me and one of my major issues with the game. It's not only that they are extremly generic, they are even worse if you consider the plot of the game. We travelled across dark space for 600 years to reach a new galaxy and then 3 out of the 4 major planets look like they could literally be Earth. Heck, not even the whole Earth. I live in Hungary so within 3 hours of plane flight I could see the exact landscapes like those 3 planets. I'd much rather see generic alien planets than generic Earth-like terrain planets.
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Post by jaegerbane on Jul 13, 2017 11:30:23 GMT
First, a tundra is not desert. There is plenty of precipitation on Voeld... it's in the form of snow and ice. There is plenty of snow falling on Voeld before you reset the vault. Resetting the vault causes the skies to clear and then there are even stars and aurora borealis revealed. During Drack's loyalty mission, it is also dark and raining and there is even some lightning. There are little dust devils that come out of the sand on Eos. I've seen a breeze moving the trees about a bit on Elaaden at Paradise. The weather effects are not as intense as TW3, but they are there and are, quite frankly, more varied than TW3... and I'm frankly getting real tired of people asserting that they are non-existent. Also, if this is/was to be the first game in a series... then there are plenty of opportunities coming up for different environments. Why do people want them to blow the entire wad on the first game... just so the second, third, etc. games can have nothing left to add? There is also the prospect of seeing more dramatic changes resulting from the vaults on these same worlds in future games. The environments, story-wise, were not supposed to be able to really sustain life... so why should people expect to have a lot of lush planets. It goes against the story. If a colony prospect was really lush and nice, they could have just dropped all 100,000 people off the Nexus in one spot... end of story. It doesn't take much space to support a population that small really. This is essentially pedantry for the sake of it (and if we're going down that route, Voeld is not tundra). 'Desert' is in this case being used in the sense that four of the planets were essentially barren rolling landscapes with realistically the same hazards (heat, radiation, cold - it was all just 'you can't stand outside for too long or you die'). While this isn't necessarily a problem in of itself, it becomes a problem when they only put 6 explorable worlds in there to begin with - the net result is they start to feel too similar. The argument about planets needed to all look like deserts in order for them to not support life is a bust, too. We're talking about science fiction here - the devs could literally create whatever worlds they wish within reason. We could have had arboreal planets with a lethal ecology meant it could not support AI colonists in its current state (think Kashyyyk from star wars). We could have had volcanic planets like Peebee's loyalty mission where the atmosphere was sulphur and there were lava flows. We could have had water worlds where the amount of land wasn't sufficient to found a colony. We could have gone real leftfield and had planets with shifting crystal formations or gone full-on sci-fi and had a planet that looked like it should be habitable but contact had been lost with everyone sent there. Can we please not pretend that the devs had their hands tied by the story when the devs themselves write the damn story. Hell, expanding Havarl into a explorable area somewhere on the same scale would have done the job. The argument that 'its the first game in the series' doesn't really cover this either, as ME1 was the first game in its series and the devs managed to pack tropical, temperate, ruined city, snow, volcanic and a smattering of derivations of all these into a single game intended to run on an underpowered console. I get that it had questionable development and that, if Kotaku are to be believed, too much time was wasted up front with this whole procedural world fad. But it's exactly this result that triggers questions like the subject of this thread, and a counter-argument that tries to paint the devs as somehow being forced into sameyness and pedantry about the definition of a desert isn't going to convince anyone.
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Post by Cyan_Griffonclaw on Jul 13, 2017 11:38:57 GMT
Sorry about being condescending... I get really tired of people asserting that deserts are the only environments in this game... often claimed by people who only played the 10-hour pre-release trial and are just looking for various excuses to dump on the game itself. Their common modus operandi is to use exaggerated generalizations that are very misleading to other people who haven't even bought the game yet. I haven't played DA:I yet, so I can't comment on the environments in that game. The environments in ME:A, however, are a vast, vast improvement over any presented to us in ME1 (many of those planets are basically just different colored rock mountains to make it difficult to get around in the mako). Conversely, I loved many of the environments shown in ME2 and ME3... although they are wildly criticized by the fan base here because they are more linear maps. I can and I can say the environments in DAI are very beautiful. Took my breath away when I first saw the cutscene that introduced us to Skyhold. It was very well done. The one nice thing I can say about Frostbite is it can do environments and locations beautifully even if it does struggle in one or 2 other areas like hair and faces. I do think things are getting better though in that area so steps are clearly being made in the right direction. damn straight.
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Post by Deleted on Jul 13, 2017 14:14:28 GMT
First, a tundra is not desert. There is plenty of precipitation on Voeld... it's in the form of snow and ice. There is plenty of snow falling on Voeld before you reset the vault. Resetting the vault causes the skies to clear and then there are even stars and aurora borealis revealed. During Drack's loyalty mission, it is also dark and raining and there is even some lightning. There are little dust devils that come out of the sand on Eos. I've seen a breeze moving the trees about a bit on Elaaden at Paradise. The weather effects are not as intense as TW3, but they are there and are, quite frankly, more varied than TW3... and I'm frankly getting real tired of people asserting that they are non-existent. Also, if this is/was to be the first game in a series... then there are plenty of opportunities coming up for different environments. Why do people want them to blow the entire wad on the first game... just so the second, third, etc. games can have nothing left to add? There is also the prospect of seeing more dramatic changes resulting from the vaults on these same worlds in future games. The environments, story-wise, were not supposed to be able to really sustain life... so why should people expect to have a lot of lush planets. It goes against the story. If a colony prospect was really lush and nice, they could have just dropped all 100,000 people off the Nexus in one spot... end of story. It doesn't take much space to support a population that small really. This is essentially pedantry for the sake of it (and if we're going down that route, Voeld is not tundra). 'Desert' is in this case being used in the sense that four of the planets were essentially barren rolling landscapes with realistically the same hazards (heat, radiation, cold - it was all just 'you can't stand outside for too long or you die'). While this isn't necessarily a problem in of itself, it becomes a problem when they only put 6 explorable worlds in there to begin with - the net result is they start to feel too similar. The argument about planets needed to all look like deserts in order for them to not support life is a bust, too. We're talking about science fiction here - the devs could literally create whatever worlds they wish within reason. We could have had arboreal planets with a lethal ecology meant it could not support AI colonists in its current state (think Kashyyyk from star wars). We could have had volcanic planets like Peebee's loyalty mission where the atmosphere was sulphur and there were lava flows. We could have had water worlds where the amount of land wasn't sufficient to found a colony. We could have gone real leftfield and had planets with shifting crystal formations or gone full-on sci-fi and had a planet that looked like it should be habitable but contact had been lost with everyone sent there. Can we please not pretend that the devs had their hands tied by the story when the devs themselves write the damn story. Hell, expanding Havarl into a explorable area somewhere on the same scale would have done the job. The argument that 'its the first game in the series' doesn't really cover this either, as ME1 was the first game in its series and the devs managed to pack tropical, temperate, ruined city, snow, volcanic and a smattering of derivations of all these into a single game intended to run on an underpowered console. I get that it had questionable development and that, if Kotaku are to be believed, too much time was wasted up front with this whole procedural world fad. But it's exactly this result that triggers questions like the subject of this thread, and a counter-argument that tries to paint the devs as somehow being forced into sameyness and pedantry about the definition of a desert isn't going to convince anyone. If you want to get pendantic... hazards of any kind are really just depletions to health and shields on a meter in a game and every is just different colored pixels. There are no environments at all. No real effects. Voeld is not a desert by any definition. It is a barren landscape... but barren is what doesn't sustain whole lot of life. If you put a bunch of vegetation on a planet, it sustains a lot of life. They had to do a handwave with Havarl to explain it away for it to fit the story line they were taking. So, Voeld, Eos, and Elaaden have very different details about them. Yes, they are all barren landscapes, but they are barren landscapes each of a different style. Just as H-047c is still a barren landscape of a different style. (Yes, I agree it would have been nice to get out of the Nomad and bounce around in low gravity, but it was also a different experience from the rest of the game to have to target bubbles). Still, the feel of the Nomad was quite different on the ice on Voeld than it was in the dunes on Elaaden... so even as open driving environments, they were not the exact same experience. (Maybe it's that this sensation of differences in how the nomad rode is really just experienced by those of us who use a controller though... I honestly have never tried driving games on a PC.) There nature of their barren-ness does tie into the story... with Voeld "ice runners" supplying the water to the other two planets and the Nexus (per Mayor Prija in the Voeld outpost). The changes they could invoke on those landscapes, particularly Voeld, could be quite interesting. Most of the settlements on Voeld are on a lake ice... what could happen to those settlements as the planet warms and the ice melts? It could be interesting... even as a DLC. Sure, more variety is always better... but insisting that what we got is all the same is just another exaggerated generalization to amplify a complaint... a very common tactic here.
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Post by ShadowAngel on Jul 13, 2017 14:24:36 GMT
A water world would be better than 3 deserts. A planet where it's impossible to be ground level due to hazards would be cool, build structures into the sky that's high enough up to avoid what dangers lie on the ground(be it creatures or toxicity to the ground). As others have also said, make a volcanic world, do something that isn't generic like most of these planets are though. These worlds look awesome(but uncreative), but play like crap since they're nothing but vast open land with nothing to do.
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