warrior
N3
I don't like MP!
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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I don't like MP!
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Post by warrior on Aug 4, 2017 5:14:01 GMT
Seriously. There's a lot of them. I think the worst offender is "Medical Supplies" which you get at the very beginning and cant complete until Elaaden, so its sitting there for 70% of the time taking up space. Why? What's the point of that? Many quests last through several main quests, having multiple stages and you gotta keep waiting as it goes "on hold". Which I hate. A lot. A lot a lot. If I start a quest, I don't want to put it "on hold" I want to finish it. Often throughout the game my entire "Allies and Relationships" folder is a long list of "on hold" missions which bugs the ever-living (mission) goo out of me. (kudos if you get the invader zim "mission goo" reference ) I forgot about that show!!!!! I love it so much!
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Post by majesticjazz on Aug 4, 2017 5:39:37 GMT
Completely agree. Especially because if you let the quest a long time "on hold" you just forget about it. When I received quest updates after a long time, I was like "Uh... who gave me this quest again? What's the story behind it?" Well, just another thing that sucks on this game. Yup. Just another item on the list of why I loathe MEA and the many problems it has that cannot simply be patched.
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_Wolf Rider_
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Hey Bioware, #SavetheQuarians
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Origin: thewolfrider300
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Hey Bioware, #SavetheQuarians
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Post by _Wolf Rider_ on Aug 4, 2017 11:57:07 GMT
For me it's the cultivation task (task is given on the Nexus). I can find a few of the plants to scan but there is the others I just can not find. I go to the area where there is supposed to be a plant,
SAM gives me a heads up that's there something here and I just can not find this thing. (I know for me, sometimes this plant's icons not even anywhere on that heads up compass like display.) - Wolf
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Post by alanc9 on Aug 4, 2017 20:22:49 GMT
Seriously. There's a lot of them. I think the worst offender is "Medical Supplies" which you get at the very beginning and cant complete until Elaaden, so its sitting there for 70% of the time taking up space. Why? What's the point of that? Many quests last through several main quests, having multiple stages and you gotta keep waiting as it goes "on hold". Which I hate. A lot. A lot a lot. If I start a quest, I don't want to put it "on hold" I want to finish it. Often throughout the game my entire "Allies and Relationships" folder is a long list of "on hold" missions which bugs the ever-living (mission) goo out of me. (kudos if you get the invader zim "mission goo" reference ) Whenever I see a post like this, I end up thinking that the answer is to abolish quest logs altogether. The idea was to make things easier for players, but they just seem to cause psychological distress.
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Post by alanc9 on Aug 4, 2017 20:25:09 GMT
Completely agree. Especially because if you let the quest a long time "on hold" you just forget about it. When I received quest updates after a long time, I was like "Uh... who gave me this quest again? What's the story behind it?" Well, just another thing that sucks on this game. Yup. Just another item on the list of why I loathe MEA and the many problems it has that cannot simply be patched. How is it the game's fault that you guys forgot stuff?
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Post by SofaJockey on Aug 4, 2017 20:29:45 GMT
I remember Mike Laidlaw being puzzled at the time of DAI launch why players insisted on doing all the minor quests as that apparently wasn't the design expectation.
I understand the compulsion, a quest log becomes both a chore list and a reminder of un-achievement.
I'd love to be able to 'hide' trivial quests and have them simply fade away from my log.
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Post by alanc9 on Aug 4, 2017 21:18:48 GMT
It's odd that the devs play differently from so many of the players.
On a related note, I thought that the actual problem with the ME3 "fetch" quests was that they were quests. I would have put recovered items in a separate "artifacts" tab, have the recipients of found objects show on the map, and that's it.
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Post by sil on Aug 4, 2017 21:45:43 GMT
It's odd that the devs play differently from so many of the players. On a related note, I thought that the actual problem with the ME3 "fetch" quests was that they were quests. I would have put recovered items in a separate "artifacts" tab, have the recipients of found objects show on the map, and that's it. No, the problem with the "fetch" quests was that in ME2 those would've been the equivalent of the anomaly missions. If the fetch quests had a little mission to do instead of just scanning, then they would've been much better received.
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OdanUrr
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by OdanUrr on Aug 4, 2017 23:55:06 GMT
I remember Mike Laidlaw being puzzled at the time of DAI launch why players insisted on doing all the minor quests as that apparently wasn't the design expectation. I understand the compulsion, a quest log becomes both a chore list and a reminder of un-achievement. I'd love to be able to 'hide' trivial quests and have them simply fade away from my log. I can only speak for myself when I say I always try to get the minor stuff out of the way before moving on to the next chapter of the main plot. It might have something to do with playing the cRPGs of old where the main quest would be considerably more difficult than the "side" quests so I'd play the latter to level up for the former. Or maybe it could've something to do with how once you finished the main story you couldn't go back to the world and continue exploring, forcing you to experience all content beforehand. Probably a bit of both. However, I don't understand how Laidlaw could've talked about "design expectation" when you give players the freedom to experience all the content whenever they want. Irrevocably, a large number of players, by his own admission, will opt for solving all the minor quests rather than pursuing the main ones when given the choice. That constitutes a serious problem when you're trying to maintain a certain pace with the narrative and ensure that players remain within a specific mindset. That is why I posited that Andromeda should've altered its world to fit the narrative (temporarily locking out quests, planets, etc.) like they did with Eos. The first time you set foot on the desert planet you're surrounded by radiation that makes it impossible for you to explore everything the planet has to offer. That is a design choice. Hoping players will choose this quest over that one is not.
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Post by alanc9 on Aug 5, 2017 5:24:10 GMT
It's odd that the devs play differently from so many of the players. On a related note, I thought that the actual problem with the ME3 "fetch" quests was that they were quests. I would have put recovered items in a separate "artifacts" tab, have the recipients of found objects show on the map, and that's it. No, the problem with the "fetch" quests was that in ME2 those would've been the equivalent of the anomaly missions. If the fetch quests had a little mission to do instead of just scanning, then they would've been much better received. This is a very silly way to think about those missions. The tradeoff you're proposing isn't real, because the amount of dev time needed to do one anomaly mission in ME2 would have covered all of the ME3 missions. (That's my best estimate, based on how fast I can set up quests and missions in a toolset game; it might be even harder to design mission levels in ME than I'm estimating.) There's no universe where those ME item retrievals became anomaly missions unless lots of stuff was cut from the rest of the game. The argument can still work as long as we acknowledge that it's irrational, though. You can make a case that such missions will make players feel that they've been substituted for better-quality content. Feelings are real even when they're stupid.
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Post by sil on Aug 5, 2017 6:17:52 GMT
No, the problem with the "fetch" quests was that in ME2 those would've been the equivalent of the anomaly missions. If the fetch quests had a little mission to do instead of just scanning, then they would've been much better received. This is a very silly way to think about those missions. The tradeoff you're proposing isn't real, because the amount of dev time needed to do one anomaly mission in ME2 would have covered all of the ME3 missions. (That's my best estimate, based on how fast I can set up quests and missions in a toolset game; it might be even harder to design mission levels in ME than I'm estimating.) There's no universe where those ME item retrievals became anomaly missions unless lots of stuff was cut from the rest of the game. The argument can still work as long as we acknowledge that it's irrational, though. You can make a case that such missions will make players feel that they've been substituted for better-quality content. Feelings are real even when they're stupid. Er, it's not silly at all. Mass Effect 2's side missions either involved chatting to someone, buying an item or they involved a mission, even a mini-mission. The closest I can get to the eavesdropping missions in ME2 is when you give Aria a datapad and she gives you location of an Eclipse Smuggling Depot, which you then find by scanning an anomaly on the planet (which is exactly what happens with eavesdropping missions in ME3) and you are given a very small map to fight on for a mini-mission. ME3's predecessor managed that, there are 19 anomaly missions in total and not all of them involve gunning down enemies. So I'm sorry, but that universe where ME item retrievals became anomaly missions has already happened. ME3's fetch quests, and also are technically anomalies on the galaxy map, involve just scanning and talking to the person you eavesdropped on. After playing ME2 you are conditioned to expect more, that's why they're disappointing and that's why they weren't well received. Valhallan Threshold: Prothean Data Drives would have been a lot more interesting if you had a mini-mission in a Sonax Industries lab to recover the data drives, in a way similar to the ME2 anomalies. But I can go back further, even ME1 handled scanning missions better. At least when I found one of Matriarch Dilinaga's writings on a planet I would get a little text box to provide some additional immersion to compensate for a lack of exploration. ME3's fetch quests didn't even have that. There was no immersion in it, no interactive gameplay, just scan and go and that's why they were bad.
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Post by SofaJockey on Aug 5, 2017 7:33:44 GMT
I remember Mike Laidlaw being puzzled at the time of DAI launch why players insisted on doing all the minor quests as that apparently wasn't the design expectation. I understand the compulsion, a quest log becomes both a chore list and a reminder of un-achievement. I'd love to be able to 'hide' trivial quests and have them simply fade away from my log. I can only speak for myself when I say I always try to get the minor stuff out of the way before moving on to the next chapter of the main plot. It might have something to do with playing the cRPGs of old where the main quest would be considerably more difficult than the "side" quests so I'd play the latter to level up for the former. Or maybe it could've something to do with how once you finished the main story you couldn't go back to the world and continue exploring, forcing you to experience all content beforehand. Probably a bit of both. However, I don't understand how Laidlaw could've talked about "design expectation" when you give players the freedom to experience all the content whenever they want. Irrevocably, a large number of players, by his own admission, will opt for solving all the minor quests rather than pursuing the main ones when given the choice. That constitutes a serious problem when you're trying to maintain a certain pace with the narrative and ensure that players remain within a specific mindset. That is why I posited that Andromeda should've altered its world to fit the narrative (temporarily locking out quests, planets, etc.) like they did with Eos. The first time you set foot on the desert planet you're surrounded by radiation that makes it impossible for you to explore everything the planet has to offer. That is a design choice. Hoping players will choose this quest over that one is not. Which is why Dragon Age Inquisition players would encourage people to leave the Hinterlands. That area had distinct difficulty areas with 'gate enemies' designed to kick a lower-level character's ass, but for some that just frustrated. Yes, Eos has a useful structure with radiation precluding early further exploration and pushing the game forward. I too am of the school that uses side-content to level (though on my 3rd New Game+ there is absolutely no need. Finally, I don't leave the side content until later because I know that some is lost after completing the critical path, but I don't lnow exactly which content.
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jaegerbane
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: JaegerBane
PSN: JaegerBane
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Post by jaegerbane on Aug 5, 2017 11:47:29 GMT
Er, it's not silly at all. Mass Effect 2's side missions either involved chatting to someone, buying an item or they involved a mission, even a mini-mission. The closest I can get to the eavesdropping missions in ME2 is when you give Aria a datapad and she gives you location of an Eclipse Smuggling Depot, which you then find by scanning an anomaly on the planet (which is exactly what happens with eavesdropping missions in ME3) and you are given a very small map to fight on for a mini-mission. ME3's predecessor managed that, there are 19 anomaly missions in total and not all of them involve gunning down enemies. So I'm sorry, but that universe where ME item retrievals became anomaly missions has already happened. ME3's fetch quests, and also are technically anomalies on the galaxy map, involve just scanning and talking to the person you eavesdropped on. After playing ME2 you are conditioned to expect more, that's why they're disappointing and that's why they weren't well received. Valhallan Threshold: Prothean Data Drives would have been a lot more interesting if you had a mini-mission in a Sonax Industries lab to recover the data drives, in a way similar to the ME2 anomalies. But I can go back further, even ME1 handled scanning missions better. At least when I found one of Matriarch Dilinaga's writings on a planet I would get a little text box to provide some additional immersion to compensate for a lack of exploration. ME3's fetch quests didn't even have that. There was no immersion in it, no interactive gameplay, just scan and go and that's why they were bad. FWIW when you mentioned ME2's 'anomaly' missions, I assumed you meant N7 missions and I suspect AlanC9 had the same interpretation. I can't really see how you'd link them to ME3's fetch quests.
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Transcended One
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: TranscendedOne
PSN: Cornughon
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Post by Transcended One on Aug 5, 2017 14:46:44 GMT
Ugh I hate those 'tasks' in my log without a questmarker which requires you to scout every Kett encampment on Voeld for something or another, but those things aren't found at every such location.
So they remain unfinished in my Log for the remainder of the game...
I don't really mind the actual quests which are put 'on hold' every so often.
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Post by majesticjazz on Aug 5, 2017 15:19:26 GMT
Yup. Just another item on the list of why I loathe MEA and the many problems it has that cannot simply be patched. How is it the game's fault that you guys forgot stuff? Because it is poor pacing and just only highlights the fact that MEA suffered from bad narrative pacing.
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Post by griffith82 on Aug 5, 2017 15:22:53 GMT
How is it the game's fault that you guys forgot stuff? Because it is poor pacing and just only highlights the fact that MEA suffered from bad narrative pacing. No it just shows you aren't checking your journal.
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Post by griffith82 on Aug 5, 2017 15:23:47 GMT
Ugh I hate those 'tasks' in my log without a questmarker which requires you to scout every Kett encampment on Voeld for something or another, but those things aren't found at every such location. So they remain unfinished in my Log for the remainder of the game... I don't really mind the actual quests which are put 'on hold' every so often. I actually thought I'd hate those but they are actually fun. Only have trouble with the Unearthed one.
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Post by majesticjazz on Aug 5, 2017 15:36:44 GMT
Because it is poor pacing and just only highlights the fact that MEA suffered from bad narrative pacing. No it just shows you aren't checking your journal. Checking my journal constantly does not get rid of the "On hold" crap. Checking my journal does not solve the narrative pacing problems of MEA.
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Post by smilesja on Aug 5, 2017 15:47:43 GMT
No it just shows you aren't checking your journal. Checking my journal constantly does not get rid of the "On hold" crap. Checking my journal does not solve the narrative pacing problems of MEA. Narrative pacing was fine to me.
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duckley
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Mass Effect Andromeda
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Post by duckley on Aug 5, 2017 16:13:02 GMT
Just some of my tasks and then some of the supply box stuff which just seems unreachable. Hard to know where you need to be to complete some of those tasks. Maybe it could be patched?
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Post by alanc9 on Aug 5, 2017 16:58:25 GMT
No it just shows you aren't checking your journal. Checking my journal constantly does not get rid of the "On hold" crap. Checking my journal does not solve the narrative pacing problems of MEA. I'm still not clear what's wrong with missions going on hold, or how you're defining pacing problems. I mean pacing problems that are inherent to ME:A in [particular, as opposed to the inherent pacing problems that come with any game that even tries to be OW.
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Post by griffith82 on Aug 5, 2017 16:59:39 GMT
No it just shows you aren't checking your journal. Checking my journal constantly does not get rid of the "On hold" crap. Checking my journal does not solve the narrative pacing problems of MEA. My point was check it so you don't forget. I actually liked that quests spanned the whole game not just one mission.
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Post by alanc9 on Aug 5, 2017 17:02:59 GMT
Er, it's not silly at all. Mass Effect 2's side missions either involved chatting to someone, buying an item or they involved a mission, even a mini-mission. The closest I can get to the eavesdropping missions in ME2 is when you give Aria a datapad and she gives you location of an Eclipse Smuggling Depot, which you then find by scanning an anomaly on the planet (which is exactly what happens with eavesdropping missions in ME3) and you are given a very small map to fight on for a mini-mission. ME3's predecessor managed that, there are 19 anomaly missions in total and not all of them involve gunning down enemies. So I'm sorry, but that universe where ME item retrievals became anomaly missions has already happened. ME3's fetch quests, and also are technically anomalies on the galaxy map, involve just scanning and talking to the person you eavesdropped on. After playing ME2 you are conditioned to expect more, that's why they're disappointing and that's why they weren't well received. Valhallan Threshold: Prothean Data Drives would have been a lot more interesting if you had a mini-mission in a Sonax Industries lab to recover the data drives, in a way similar to the ME2 anomalies. But I can go back further, even ME1 handled scanning missions better. At least when I found one of Matriarch Dilinaga's writings on a planet I would get a little text box to provide some additional immersion to compensate for a lack of exploration. ME3's fetch quests didn't even have that. There was no immersion in it, no interactive gameplay, just scan and go and that's why they were bad. FWIW when you mentioned ME2's 'anomaly' missions, I assumed you meant N7 missions and I suspect AlanC9 had the same interpretation. I can't really see how you'd link them to ME3's fetch quests. Well, it works in a psychological sense. If a player is putting both the N7 missions and the item retrieval missions into the same "mission" box and then comparing them, the item retrieval missions will look like there's something missing. It's a fairly common cognitive glitch -- letting taxonomy drive perception is one of the worst habits humans have. This is exactly why I suggested that the item retrieval tasks shouldn't be classified as missions in the first place. ME:A improves on this aspect of ME3 by moving the miscellaneous collection stuff to its own category.
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Atemporal Vanguardian-Debugger
N6
At sunrise there is the sunset.
To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Jade Empire, Mass Effect Andromeda, SWTOR
Origin: NO. NEVER. AGAIN.
XBL Gamertag: No.
PSN: No
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To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
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Post by Atemporal Vanguardian-Debugger on Aug 7, 2017 5:34:19 GMT
At least I completed the scanning planets side mission quickly enough... Wait all these others on hold...
Did I already break the game? I didn't? It was designed this way.
Ok then sidequesting I will do no more.
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Post by Pounce de León on Aug 10, 2017 14:03:10 GMT
I remember Mike Laidlaw being puzzled at the time of DAI launch why players insisted on doing all the minor quests as that apparently wasn't the design expectation. I understand the compulsion, a quest log becomes both a chore list and a reminder of un-achievement. I'd love to be able to 'hide' trivial quests and have them simply fade away from my log. There is a fair share of games where you cannot go back and complete stuff once you go past a point in the story. That's pretty much it for me. I'd hate to miss out on soemthing because of that. The possibility of returning after finishing the game is rather unfamiliar. I choose to simply not believe it's possible. It could be bugged, couldn't it? They'd never patch stuff happening after the game, would they? OT: Tasks and bugged missions. Quite a lot.
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