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Post by colfoley on Aug 8, 2017 23:26:12 GMT
1. Quest DesignOne of the issues I had with some of the quests is that there was too much travel involved for too many of them. The player can easily get to the point where they're questing by map marker instead of following the story flow of a quest. I'd like to see more of the sidequests go from start to finish inside a smaller geographical space - they'd certainly have more impact. Also - some quests became available before they were really accessible. I'd rather not be trying to go someplace to pursue a quest when the area is not survivable due to environmental hazards that have not yet cleared. There was a pretty big payoff to some of the sidequests we stumbled upon via exploration, others not so much. Players who don't do much exploration or aren't generally interested in sidequests might have missed some worthwhile content - there are always questions about how you separate wheat from chaff wrt side content. Perhaps the simplest solution is to eliminate the chaff. 2. Dialogue WheelThe wheel is used for multiple purposes, which I'll categorize as these 3: 1- Expressing the character's personality. This is the part where the tones provided more nuanced RP opportunities than some titles have offered. 2- Getting clarification/asking questions. Pretty simple, really, and should be pretty much neutral. 3- Choosing an action with consequences. The downside of the more nuanced approach with tones is that we ended up with finer control over a smaller space. There weren't many occasions when Ryder had much range, which has been described as having 4 different ways to say yes. A broader range would be very welcome. One of the issues I've always had with "tone" systems is that response content is often linked to tone. As I mentioned in a previous post, I might want to disagree amicably instead of aggressively. Accuracy in paraphrases is also an issue; I believe BioWare's policy is that they won't include any of the words in the actual dialogue in the paraphrase. I think they'd be more successful in writing accurate paraphrases if they changed that policy. 3. Story DesignI liked the idea of the Pathfinder, and consider the multiple types of content the game offered all within her purview: 1- Improving planetary viability, establishing outposts 2- Investigating the angarans, forming an alliance 3- Securing resources 4- Managing threats, defeating enemies 5- Stabilizing and securing areas I like the fact that there were minimal content gates. Being able to set Ryder's priorities (instead of having to follow a step-by-step outline) greatly enhances RP for me. 4. Be mean to characters/create compelling antagonistThey introduced a religious fervor with the kett terminology, and presented the idea that exaltation is a gift. I'd like to have known more about kett physiology, perhaps via more info from Lexi's studies. I think there are other threads discussing the antagonist is great detail, though, so I won't go into it here. While some media goes overboard with the grimdark for my tastes, I think MEA could benefit from more, darker moments. 5. Stick to your gunsFor my part, BioWare's biggest draw has traditionally been the characters, worlds, and tactical party-based combat. I enjoyed MEA's characters. As a new world, Andromeda is off to a good start, with much more to learn and explore. I'm not a fan of the combat changes, however - I liked the class system, the power wheel, the mini-map, and being able to control squadmate's powers, and all of those things were removed for MEA. i do want to focus on one thing in particular. The content gates and overall breadth of the quests gave me great deal of rp. In the MET...ME 2 in particular...i tended to do the content either clockwise or counter clockwise. But Andromeda gave me the opportunity to do quests in order of importance to my Ryder.
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Post by marshalmoriarty on Aug 8, 2017 23:29:20 GMT
This thread seems rather redundant, because all of the things the OP is asking for, are the same things we've been asking for in Bioware's games for years. Choices that matter with real impact, better roleplaying options, refinement of flawed features versus outright removal, evolution of the tired story formula etc.
The fact you are still asking for these things (correctly) tells us all we need to know about how unsucessful Bioware has been at addressing these concerns. And I wholeheartedly endofse those who rate DA2 as Bioware's best attempt to change this. The game made all the right moves, but a lack of funding and time hamstrung them. I can think of no greater praise for DA2 than to say its what a Dragon Age produced by Obsidian would have been like. Sadly, it took such a comparison all the way, sharing the budgetary and time constraints that prevented hugely ambitious RPGs like KOTOR 2, Fallout New Vegas and Alpha Protocol from receiving the accolades they still nevertheless deserve.
We just need Bioware and EA to have the courage to give projects like DA2 the resources they need. Cutting them off at the knee and then blaming them for not winning the race is absurd thinkiing. Its why people want Obsidian to write a new Fallout, and why DA2 fans shake their heads in despair when a game as shallow as DAI is praised as a 'return to form'. Or how to describe the utter horror of Anthem being Bioware's next game and what that means to any shred of hope that Bioware could try again to make an RPG with some storytelling depth.
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Post by Deleted on Aug 8, 2017 23:58:52 GMT
Another thing i was thinking about a bit was the whole 'four ways to say yes'. And while i still agree the tone wheel needs improvement...just Ryder is not often put in positions where he has to agree or disagree. Well - the fact that Ryder wasn't often put in such position may be a problem in and of itself though, right? i do want to focus on one thing in particular. The content gates and overall breadth of the quests gave me great deal of rp. In the MET...ME 2 in particular...i tended to do the content either clockwise or counter clockwise. But Andromeda gave me the opportunity to do quests in order of importance to my Ryder. I've harped about this quite a bit in the past, mostly on the old original BSN. DAO & ME1 had a similar structure, which I loved. Both games took you through some introductory scenarios until you reached a point where you had your major assignments (DAO dropped you off in Lothering, ME1 made you the Normandy's CO), and were then free to pursue them however you wish. Minor difference with ME1 in that you didn't get the Virmire assignment until you'd completed one of the others (Feros, Noveria, Therum). Then you have this big, gooey center where you can pursue all of the other content the game offers - explore, do sidequests, whatever. Once you've completed all of the main stuff, you're then funneled back into the beginning of the ending sequence. ME2 & ME3 both meted out content in groupings, basically pushing you through a specific narrative. ME2 forced the collector missions - when they came up, you could do nothing else. People like to talk about pacing relative to games, but I find dev-managed pacing undesirable in games. Deciding which content to pursue and when is a role-play factor for me. There is an opposing case to be made about mission urgency. Realistically, the mercs after Archangel aren't going to wait until Shepard joins, and those Grissom students aren't going to stay safe while you run off and do something else, so it isn't perfect, but still preferable for me.
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Post by Qui-Gon GlenN7 on Aug 9, 2017 0:09:13 GMT
Whoooooooooooooooosh.
This thread sucks, is shallow as a petri dish, considers itself highbrow when it is very low, has people who believe they are on the highest of roads doing some low down dirty shit (consistently).
I have no hope for our future. Idiocracy has fully arrived.
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Post by Deleted on Aug 9, 2017 0:26:00 GMT
You shouldn't praise them for that... would be like someone wasting all their time, then cramming out an essay the night before it's due. "Good job getting that C+! Way better than you should have gotten given how much time you wasted!" Well... yes and no. It shows that they do have the skills if they had started with the current version of Andromeda in Year 1 instead of Year 4. So it's a bit of praise, that "Wow, there's no reason you should have been able to pull that off, but you did!" but also the understanding that, using the essay analogy, if they had started the final essay at the middle of the semester instead of the last 2 days that the essay would have been even better, lacking many of the faults that came with the massive crunch at the end. It's a good analogy, all told. The wasted time is a problem, for sure. Those in charge during that time should be chastised and potentially replaced, because it seems like everyone else was doing everything they could and it simply was almost purely management's fault for the lack of direction and shifting resources. So for everyone else working on Andromeda, it should be praised for how the average developer was able to make a damn decent game with those adverse conditions. For those at the top who allowed it to get that far, they are the ones that are at fault. Relative to my original comment about leads changing, a better analogy would involve changes to the original essay assignment. Plus co-ordination with others. Like this: 1. You've completed the research when the new teacher assigns a different topic. 2. You've gathered research for that topic and prepared an outline, and another new teacher adds a requirement for footnotes. 3. You add the footnotes and turn in the outline, but yet another new teacher now wants more content on this sub-topic and less on that one. 4. You meet with the artist who is responsible for illustrating your essay, and come to some understanding about how it will be done. 5. You make some progress on writing the essay, but now you have a different artist and need to start that coordination all over again. Etc. Even though you started your essay right away, you're left cramming to finish it the night before it's due.
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Post by griffith82 on Aug 9, 2017 1:17:47 GMT
^^ With all the personnel (especially lead) changes throughout development, it's pretty amazing that it turned out as cohesive as it did. You shouldn't praise them for that... would be like someone wasting all their time, then cramming out an essay the night before it's due. "Good job getting that C+! Way better than you should have gotten given how much time you wasted!" Not even close to similar.
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Post by isaidlunch on Aug 9, 2017 1:24:31 GMT
Another thing i was thinking about a bit was the whole 'four ways to say yes'. And while i still agree the tone wheel needs improvement...just Ryder is not often put in positions where he has to agree or disagree. The angry woman on the Hyperion conversation was infuriating, what I wouldn't give to be able to tell her to khs.
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Post by KaiserShep on Aug 9, 2017 1:26:43 GMT
This thread seems rather redundant, because all of the things the OP is asking for, are the same things we've been asking for in Bioware's games for years. Choices that matter with real impact, better roleplaying options, refinement of flawed features versus outright removal, evolution of the tired story formula etc. The fact you are still asking for these things (correctly) tells us all we need to know about how unsucessful Bioware has been at addressing these concerns. And I wholeheartedly endofse those who rate DA2 as Bioware's best attempt to change this. The game made all the right moves, but a lack of funding and time hamstrung them. I can think of no greater praise for DA2 than to say its what a Dragon Age produced by Obsidian would have been like. Sadly, it took such a comparison all the way, sharing the budgetary and time constraints that prevented hugely ambitious RPGs like KOTOR 2, Fallout New Vegas and Alpha Protocol from receiving the accolades they still nevertheless deserve. We just need Bioware and EA to have the courage to give projects like DA2 the resources they need. Cutting them off at the knee and then blaming them for not winning the race is absurd thinkiing. Its why people want Obsidian to write a new Fallout, and why DA2 fans shake their heads in despair when a game as shallow as DAI is praised as a 'return to form'. Or how to describe the utter horror of Anthem being Bioware's next game and what that means to any shred of hope that Bioware could try again to make an RPG with some storytelling depth. I admit that it aches a little whenever I see stuff about how horrible DA2 is. Looking back, it's some of the most fun I've ever had in the Dragon Age franchise, and it kills me that it was the one that had to deal with a shit timetable and budget.
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Post by smilesja on Aug 9, 2017 1:39:56 GMT
I hope you're right, but I guess what grates me most about it all is that the whole post ME3 fallout seemingly wasn't lesson enough for management to keep their focus for the project. I feel I suppose a bit of "fool me once, fool me twice" about it all, now it's had to take another public flogging to get a message through. The difference being that ME3 only suffered from the endings. The game itself was pretty good and offered a lot in terms of replayability. MEA suffers from playing it too save. There's next to nothing controversial or spicy in there. It's a soup without salt in every department. Story, companions, most of all lead character. The only good lesson they took from ME3 is that you can delegate the Apex missions to strike teams instead of being forced into multiplayer if you wanted to get full galactic readiness. Don't know. ME3 was criticized not just for its endings but the overall story.
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Post by linksocarina on Aug 9, 2017 1:50:26 GMT
That is good for RP, but poor design because it leads to no real consequence with Jaal, the Angara or even the first contact scenario...which honestly could have been handled better. This is not unusual for BioWare either, a lot of the weaker loyalty or squad missions were that as well in Mass Effect 2 and 3. For example, Vetra doesn't really change much other than her protectiveness of Sid, is the problem. Much like how Jacob didn't really change much after resolving his issues with his father. Sure the relationship with a character is different, but it is a conflict that ultimately has no bite to it. All of the characters save Liam and Cora arguably go through a similar prism, it doesn't really change them too much as they don't go on an arc; they continue to be themselves. That is why I said the characters are similar to how BioWare wrote characters in the Baldur's Gate series- they are interesting to a point and dynamic in their own way, but they lack a lot of growth or characterization outside of their basic traits, wants and needs. We see that in some characters in BioWare's entire run, but not all of them fall into that trap. Granted a lot of them had 3 games of growth in the Mass Effect trilogy to develop as well so that is in their favor, but if we take a cast that is mostly stand alone like Dragon Age: Origins or KoToR, the characters do have a different mix there of dynamic growth in some instances, and grounded, unchanging characterizations in others. It's better balanced versus Andromeda having what are ultimately likable and believable characters who are utterly boring because of that. I've always thought that consistent characterization was a good thing. People don't usually change that much from a singular experience of gaining some insight on one specific issue in their lives. The LMs and their results were generally well-done, imho. YMMV. To an extent they are. But if you have no growth or change the arc of the character then becomes severely lacking. It's not really about real-life, but about crafting developed personalities for a narrative. Jack, Mordin, Legion, and Liara are emblematic examples of their arcs actually changing their characters, for example. It is some pop sci-fi in that regard their arcs too. That is more or less what I am getting at, but again, those characters had several games of growth ultimately. It also doesn't knock the Andromeda cast. I'll be honest, I thought they were good characters by and large. The problem again is the writing is just boring. It's not taking risks with the characterizations in the end.
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Post by Deleted on Aug 9, 2017 2:11:23 GMT
I've always thought that consistent characterization was a good thing. People don't usually change that much from a singular experience of gaining some insight on one specific issue in their lives. The LMs and their results were generally well-done, imho. YMMV. To an extent they are. But if you have no growth or change the arc of the character then becomes severely lacking. It's not really about real-life, but about crafting developed personalities for a narrative. Jack, Mordin, Legion, and Liara are emblematic examples of their arcs actually changing their characters, for example. It is some pop sci-fi in that regard their arcs too. That is more or less what I am getting at, but again, those characters had several games of growth ultimately. It also doesn't knock the Andromeda cast. I'll be honest, I thought they were good characters by and large. The problem again is the writing is just boring. It's not taking risks with the characterizations in the end. Well, yeah. Characters who achieved greater growth and change did it over multiple games. I think they've created some things they can build on and expand in Andromeda - that's my hope, anyway.
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Post by alanc9 on Aug 9, 2017 2:39:03 GMT
The difference being that ME3 only suffered from the endings. The game itself was pretty good and offered a lot in terms of replayability. MEA suffers from playing it too save. There's next to nothing controversial or spicy in there. It's a soup without salt in every department. Story, companions, most of all lead character. The only good lesson they took from ME3 is that you can delegate the Apex missions to strike teams instead of being forced into multiplayer if you wanted to get full galactic readiness. Don't know. ME3 was criticized not just for its endings but the overall story. Most games get deservedly criticized for something. Without the ending kerfuffle, I figure ME3 ends up around where ME2 did.
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Post by sunbrojamie on Aug 9, 2017 3:02:23 GMT
OP Honestly, its a nice gesture. But Bioware's writing *team*. And I'm stating this including both ME3 and Andromeda suffers from a much more fundamental problem that simple 'Constructive criticism' won't fix. Because the narratives of BOTH games are broken at a core level that can't simply be taken with a few minor corrections. Its the entire process for how they build and design their narratives that is extremely flawed. To boil it down, Bioware's writing, in both the original trilogy and the new Andromeda spinoff suffer from 3 major, uniform problems between both games. Now, I place the bulk of the blame for this on Mac Walters, who was the lead writer for ME3 and the director for ME:A having positions of incredible influence on both projects where these problems aren't 'simmering under the surface' as they usually did in previous Bioware games, but have evolved into full on monstrosities that burst out from under its skin. But not all the blame can be on him. If the writing team doesn't spot these issues, or tell him/them that they're messed up/wrong because of X, then they're equally to blame. To summarize, the ME3 and MEA games suffer from: A) A lack of respect for previously established lore, ergo creating inconsistencies. ME3: The Reaper's reliance on ambush, surprise, divide and conquer tactics. The amount of time it takes to travel distances in 'normal' FTL. The Citadel's control over the Relay network. ALL of these things were discarded for the third game when they'd been established all the way in the first game. And that's not even getting into the clusterfuck of inconsistencies the Ending itself caused. Andromeda: The spacefaring Races level of technology during the entirety of the original trilogy. The limits to their capability to build ships over a certain level of 'Tonnage' due to the inherent limits of their Mass effect techology at the time. In short; NONE of the Citadel Races could have even come remotely close to building anything like the Arcs. A need for Deus Ex Machina solutions to massive problems. ME3: We really don't need to get into this. Andromeda: The Remnant. Yes, they get some leeway because its a whole new Galaxy, but the sheer NEED they exibit to form... basically the entirety of the game, to revolve around this mysterious tech is... honestly sad. From every planet to all the species and half the enemies you face, even to the weapon you use to punch through the Archon's fleet at the end... All of them are derived from, literally, a mysterious god from the proverbial machine. With no lore, no established rules or anything they could literally say the Remnant shat gold and pissed rainbows and get away with it. They're literally a 'Deus Ex Machina' generator planted right into the middle of the proverbial sandbox. This *LIMITS* the story. It doesn't enrich it. The Remnant, their tech and their entire influence DWARF everything else in the story to the point that their 'solution' eventually drives the whole narrative. The story can't revolve around, meeting new species; establishing an empire, uplifting other, less technologically advanced races. No. It has to revolve around Remnant Tech and how it's literally the 'best hope' any of them have. C) An over indulgence of 'Rule of Cool' rather than coherent sequences. ME3: Kai Leng... Seriously. Nothing else needs be said. This guy spent half his screen time flashing stupid poses and taunting you like a fifth grader who stuck glue in your hair. Every single one of his sequences seems to have been written/animated by a 12 year old who spent the weekend watching too much Naruto. Andromeda: To be fair to this game, there's nothing quite as... horrifying as Kai Leng from ME3 BUT this game doesn't get off scott free either. Between Cora and her 'Asari Huntress' Training, the idea of the ship not spotting the massive cloud of space time warping energy before they literally PLOW into it, how little sense it makes for a ship to 'dock' with another ship while the recipient and all it's technicians are completely unaware of the approaching ship making its way over. No docking clamps, no airlock openings... The Biotic Barriers that can envelop ships and shrug off missiles and ramming fighters... yeah. Like I said. Nothing as horrible as Kai Leng... but the events are there. D)The handwaving of major sociological or logistical issues for the sake of expediency/forced conflict. ME3 and Andromeda BOTH have this in SPADES. To the point that I would say that THIS is the biggest of the major flaws with Andromeda. With ME3 it was the logistics of building a crucible, of hiding massive fleets, of the Salarian's dicking around against the Krogan while the Galaxy is *literally burning down around them* of the Asari not being aware of the Reapers even though they have a Prothean Beacon, with a working Prothean VI in their fucking basement who even has "Indoctrination" radar, of the Citadel and the citizens of that Citadel remaining blissfully unaware of anything even though with the galaxy burning down around them, there should be no food coming in to feed those people, let alone the refugees. Aria, obsessing over an over-hyped mining shaft and Shepard indulging her over inflated sense of self importance for *fuck all* reasons as far as I can tell. With Andromeda: The lack of a viable backup plan before you arrive. The fact that 'Most people were to remain in stasis' yet still there were enough in the arc to plot a revolt, fight off said revolt, get exiled (despite the noticeable lack of ships ANYWHERE on the Nexus)and form a considerable fighting force on, not one, but TWO hostile planets. The Krogan having mutated a cure for the Genophage IN STASIS. The Construction of an AI, everyone's willingness to accept that AI and effectively put all their chips into the design, functionality, and reliability of that AI despite the mistrust of AI that existed throughout all Citadel Races in the original trilogy. The fact that, even here, with nowhere to go, no food to farm, no people to exploit or turn to, the 'exile' factions, basically manage to form a 'Pirate empire' similar to the Terminus in less than a year Sam's ability to interface with advanced alien tech willy nilly. The Angaran first contact being handwaved. How little sense it makes for all the arcs to arrive at different points in the galaxy when all of them have to dock with the Nexus ANYWAY in order to safely thaw out and unload their passengers. All of these are fundamental issues that these games have in abundance. And I'm not even trying to nitpick, this is all off the top of my head from one playthrough. By comparison, the dragon age franchise suffers from SOME of these at times, but rarely ALL of them at once. As such, this isn't a simple flaw in the story, this is a flaw in the way the writer WRITES stories as a whole. These problems will not be going away while the same people are on the projects because this is just their 'way' of writing. Either due to time constraints, lack of knowledge or simply a lack of ability. Whatever the reason, unless THAT flaw changes, the person won't change and thus, the next projects will suffer from the same problems. Bioware NEEDS to get 'better' writers. Or at the very least get better proof-readers/narrative directors. Unfortunately, all accounts from former Bioware workers indicate a culture of borderline 'nepotism' where if you're not part of the 'Old guard' you really don't seem to go anywhere or find yourself promoted to lead roles. So you'll still have the same people regurgitating flawed ideas and methodologies.
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Post by Andrew Lucas on Aug 9, 2017 3:46:43 GMT
This is not good criticism. Before actually criticizing, you put your own biased "facts" before the "constructive criticism" comes along. I just couldn't take anything else seriously after the claim that this was BioWare's best story, it just wasn't possible. You should try to be more neutral, listen to common criticism regarding the game and then come up with a good useful post.
My personal feelings aside, MEA2 could use a more dense and explored soundtrack with ambient music to help players get even more immersed in the setting, two good examples of that is Black Flag and The Witcher 3.
They need to completely overhaul their quest design instead of a Skyrim approach, with countless of pointless side quests that have no weight in the world of whatsoever.
The combat is already good enough, just a few minor tweaks and the power wheel has to make a comeback.
Lots of new races.
BioWare really has to step up their animation game, it's 2017.
Open hubs/cities with no hidden loading doors and naturally connected to the open world.
A much better antagonist, that matters and doesn't wait for you to come by.
More charismatic crew-mates, this was a common complaint and still is.
The writing has to be more consistent. No more Liam shooting some dead alien out of the nowhere, that was cringe material.
Dialogue wheel has to be more expressive.
Less static - devoid of any life hubs.
Nomad combat. It doesn't even make much sense to use it when you have shuttles standing by.
Those are just a few that would make a much better sequel. MEA had a decent foundation, it wasn't the ideal one, but now it's fine. It's not a bad game by any means, but alone it doesn't even lives up to recent RPGs in the market, a decent game, but decent is not enough for a Mass Effect and with BioWare's pedigree. They have to blow minds again.
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Post by colfoley on Aug 9, 2017 3:59:37 GMT
Another thing i was thinking about a bit was the whole 'four ways to say yes'. And while i still agree the tone wheel needs improvement...just Ryder is not often put in positions where he has to agree or disagree. Well - the fact that Ryder wasn't often put in such position may be a problem in and of itself though, right? i do want to focus on one thing in particular. The content gates and overall breadth of the quests gave me great deal of rp. In the MET...ME 2 in particular...i tended to do the content either clockwise or counter clockwise. But Andromeda gave me the opportunity to do quests in order of importance to my Ryder. I've harped about this quite a bit in the past, mostly on the old original BSN. DAO & ME1 had a similar structure, which I loved. Both games took you through some introductory scenarios until you reached a point where you had your major assignments (DAO dropped you off in Lothering, ME1 made you the Normandy's CO), and were then free to pursue them however you wish. Minor difference with ME1 in that you didn't get the Virmire assignment until you'd completed one of the others (Feros, Noveria, Therum). Then you have this big, gooey center where you can pursue all of the other content the game offers - explore, do sidequests, whatever. Once you've completed all of the main stuff, you're then funneled back into the beginning of the ending sequence. ME2 & ME3 both meted out content in groupings, basically pushing you through a specific narrative. ME2 forced the collector missions - when they came up, you could do nothing else. People like to talk about pacing relative to games, but I find dev-managed pacing undesirable in games. Deciding which content to pursue and when is a role-play factor for me. There is an opposing case to be made about mission urgency. Realistically, the mercs after Archangel aren't going to wait until Shepard joins, and those Grissom students aren't going to stay safe while you run off and do something else, so it isn't perfect, but still preferable for me. glad you bought up DAO. If my memory serves each one of the zones you visited had some connection to the main quest line. Andromeda did this to some extent whereby all the planets minus Elaaden counted...just more...tighter...and side quests which flow from whatever the Main Story and themes are for each zone. Like Voeld as a great example.
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Post by colfoley on Aug 9, 2017 4:03:43 GMT
This is not good criticism. Before actually criticizing, you put your own biased "facts" before the "constructive criticism" comes along. I just couldn't take anything else seriously after the claim that this was BioWare's best story, it just wasn't possible. You should try to be more neutral, listen to common criticism regarding the game and then come up with a good useful post. My personal feelings aside, MEA2 could use a more dense and explored soundtrack with ambient music to help players get even more immersed in the setting, two good examples of that is Black Flag and The Witcher 3. They need to completely overhaul their quest design instead of a Skyrim approach, with countless of pointless side quests that have no weight in the world of whatsoever. The combat is already good enough, just a few minor tweaks and the power wheel has to make a comeback. Lots of new races. BioWare really has to step up their animation game, it's 2017. Open hubs/cities with no hidden loading doors and naturally connected to the open world. A much better antagonist, that matters and doesn't wait for you to come by. More charismatic crew-mates, this was a common complaint and still is. The writing has to be more consistent. No more Liam shooting some dead alien out of the nowhere, that was cringe material. Dialogue wheel has to be more expressive. Less static - devoid of any life hubs. Nomad combat. It doesn't even make much sense to use it when you have shuttles standing by. Those are just a few that would make a much better sequel. MEA had a decent foundation, it wasn't the ideal one, but now it's fine. It's not a bad game by any means, but alone it doesn't even lives up to recent RPGs in the market, a decent game, but decent is not enough for a Mass Effect and with BioWare's pedigree. They have to blow minds again. i did everything you mentioned in your first paragraph. Again constructive criticism equals praise + Criticism + solution. And i do listen to common complaints. Some of my complaints in the OP (and the solutions) flow right from criticisms I've heard from Members on this board.
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Post by smilesja on Aug 9, 2017 4:07:06 GMT
This is not good criticism. Before actually criticizing, you put your own biased "facts" before the "constructive criticism" comes along. I just couldn't take anything else seriously after the claim that this was BioWare's best story, it just wasn't possible. You should try to be more neutral, listen to common criticism regarding the game and then come up with a good useful post. My personal feelings aside, MEA2 could use a more dense and explored soundtrack with ambient music to help players get even more immersed in the setting, two good examples of that is Black Flag and The Witcher 3. They need to completely overhaul their quest design instead of a Skyrim approach, with countless of pointless side quests that have no weight in the world of whatsoever. The combat is already good enough, just a few minor tweaks and the power wheel has to make a comeback. Lots of new races. BioWare really has to step up their animation game, it's 2017. Open hubs/cities with no hidden loading doors and naturally connected to the open world. A much better antagonist, that matters and doesn't wait for you to come by. More charismatic crew-mates, this was a common complaint and still is. The writing has to be more consistent. No more Liam shooting some dead alien out of the nowhere, that was cringe material. Dialogue wheel has to be more expressive. Less static - devoid of any life hubs. Nomad combat. It doesn't even make much sense to use it when you have shuttles standing by. Those are just a few that would make a much better sequel. MEA had a decent foundation, it wasn't the ideal one, but now it's fine. It's not a bad game by any means, but alone it doesn't even lives up to recent RPGs in the market, a decent game, but decent is not enough for a Mass Effect and with BioWare's pedigree. They have to blow minds again. i did everything you mentioned in your first paragraph. Again constructive criticism equals praise + Criticism + solution. And i do listen to common complaints. Some of my complaints in the OP (and the solutions) flow right from criticisms I've heard from Members on this board. I thought you did a good job of presenting what you liked and what you thought was better. You'd probably be best to say in my opinion especially if you feel that ME:A has the best story.
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Post by colfoley on Aug 9, 2017 5:12:59 GMT
i did everything you mentioned in your first paragraph. Again constructive criticism equals praise + Criticism + solution. And i do listen to common complaints. Some of my complaints in the OP (and the solutions) flow right from criticisms I've heard from Members on this board. I thought you did a good job of presenting what you liked and what you thought was better. You'd probably be best to say in my opinion especially if you feel that ME:A has the best story. indeed. But it's always frustrating to preface obvious opinions with 'imo'. What can the posters on this board not tell the difference?
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Post by smilesja on Aug 9, 2017 5:19:34 GMT
I thought you did a good job of presenting what you liked and what you thought was better. You'd probably be best to say in my opinion especially if you feel that ME:A has the best story. indeed. But it's always frustrating to preface obvious opinions with 'imo'. What can the posters on this board not tell the difference? Eh considering tha ME:A story is mixed. It's best to say in my opinion so people won't get angry.
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Post by geralt on Aug 9, 2017 8:00:48 GMT
I thought you did a good job of presenting what you liked and what you thought was better. You'd probably be best to say in my opinion especially if you feel that ME:A has the best story. indeed. But it's always frustrating to preface obvious opinions with 'imo'. What can the posters on this board not tell the difference? "Now, for me MEAs dialogue and RP was the best in the Mass Effect series to date, by far and away." I don't see anything wrong with that statement, clear statement of opinion that's open to debate. However, just the next section on: "Mass Effect Andromeda was BioWare's best story to date." Not much room for interpretation, closed wording, stated like an incontrovertible fact. Not much "difference" to tell from, that's why you'll tend to garner some of the responses you have by having that worded in such a way. Starting it off with "I think..." completely changes the meaning of it.
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Post by colfoley on Aug 9, 2017 8:26:35 GMT
indeed. But it's always frustrating to preface obvious opinions with 'imo'. What can the posters on this board not tell the difference? "Now, for me MEAs dialogue and RP was the best in the Mass Effect series to date, by far and away." I don't see anything wrong with that statement, clear statement of opinion that's open to debate. However, just the next section on: "Mass Effect Andromeda was BioWare's best story to date." Not much room for interpretation, closed wording, stated like an incontrovertible fact. Not much "difference" to tell from, that's why you'll tend to garner some of the responses you have by having that worded in such a way. Starting it off with "I think..." completely changes the meaning of it. Fair enough but I do think we are getting into Bill Clinton territory here.
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Post by Gileadan on Aug 9, 2017 9:47:31 GMT
One of the lessons should be to avoid planet sized plot holes like Eos. That entire planet's plotline with the radiation everywhere only works if you have no idea about radiation and its effects (likely the author of the plotline knew little more than "it's, uh, kinda bad") or completely turn off your brain's logic sector.
As a player, I understand that they wished to limit your initial map access on Eos, and used radiation as an excuse. Maybe they thought Eos was Andromeda's Hinterlands and wanted to make sure you see the rest of Heleus before sweeping the entire map. Initially, the surrounding radiation will kill you off inside the shielded Nomad, and at some point it's all space-magically gone.
Complete bullshit.
If your outpost is surrounded by radiation, all it takes is a bit of wind blowing in some irradiated sand to kill off everything. And even if all the radiation was suddenly removed without a trace by remnant vault super duper space magic, everything killed by the radiation - which would be every life form on the planet - would still be dead and gone. Eos would be a silent, lifeless rock. Every resource, every scrap of food would need to be imported. So, what happened here? Did the vault save all the genetic data of all perviously existing lifeforms, willed a ton of biomass into existence and sort of rebooted the entire ecosystem?
How this planet can reach any viability, let alone 100%, can only be the product of "space magic trumps everything", and that is as far from good writing as it gets.
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Post by fchopin on Aug 9, 2017 10:01:46 GMT
This is not good criticism. Before actually criticizing, you put your own biased "facts" before the "constructive criticism" comes along. I just couldn't take anything else seriously after the claim that this was BioWare's best story, it just wasn't possible. You should try to be more neutral, listen to common criticism regarding the game and then come up with a good useful post. Agree completely with the above.
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Post by jaegerbane on Aug 9, 2017 11:16:55 GMT
One of the lessons should be to avoid planet sized plot holes like Eos. That entire planet's plotline with the radiation everywhere only works if you have no idea about radiation and its effects (likely the author of the plotline knew little more than "it's, uh, kinda bad") or completely turn off your brain's logic sector. As a player, I understand that they wished to limit your initial map access on Eos, and used radiation as an excuse. Maybe they thought Eos was Andromeda's Hinterlands and wanted to make sure you see the rest of Heleus before sweeping the entire map. Initially, the surrounding radiation will kill you off inside the shielded Nomad, and at some point it's all space-magically gone. Complete bullshit. If your outpost is surrounded by radiation, all it takes is a bit of wind blowing in some irradiated sand to kill off everything. And even if all the radiation was suddenly removed without a trace by remnant vault super duper space magic, everything killed by the radiation - which would be every life form on the planet - would still be dead and gone. Eos would be a silent, lifeless rock. Every resource, every scrap of food would need to be imported. So, what happened here? Did the vault save all the genetic data of all perviously existing lifeforms, willed a ton of biomass into existence and sort of rebooted the entire ecosystem? How this planet can reach any viability, let alone 100%, can only be the product of "space magic trumps everything", and that is as far from good writing as it gets. It's probably worth pointing out that the above boils down to a general complaint about using 'space magic' as part of the plot. While that isn't necessarily invalid, arguing that mass effect games shouldn't use 'space magic' (which I'm assuming you mean 'soft' sci-fi) is verging on the absurd. If this was genuinely an issue, you'd have never made it through the OT. You could use that argument to argue that all but the hardest sci-fi is badly written. The Vaults are explained to be stripping radiation out of the environment by an unknown means - which is essentially manipulating radiation in a way that shouldn't be possible, so it's not like the story tries to pretend this is no big deal. If you've decided that 'space magic' is forbidden then that isn't a question of bad writing, it's a question of walking into the Expendables and expecting to see Saving Private Ryan.
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Post by Gileadan on Aug 9, 2017 11:35:01 GMT
It's probably worth pointing out that the above boils down to a general complaint about using 'space magic' as part of the plot. While that isn't necessarily invalid, arguing that mass effect games shouldn't use 'space magic' (which I'm assuming you mean 'soft' sci-fi) is verging on the absurd. If this was genuinely an issue, you'd have never made it through the OT. You could use that argument to argue that all but the hardest sci-fi is badly written. The Vaults are explained to be stripping radiation out of the environment by an unknown means - which is essentially manipulating radiation in a way that shouldn't be possible, so it's not like the story tries to pretend this is no big deal. If you've decided that 'space magic' is forbidden then that isn't a question of bad writing, it's a question of walking into the Expendables and expecting to see Saving Private Ryan. My main point was not the existence of space magic - I consider it part of the package in the Mass Effect series. Heck, it's being named after space magic, after all. My main point was a) the utter and complete cluelessness with which radiation was used as a plot device, ignoring almost everything about how radiation really works using space magic to essentially resurrect an entire planet that should have been a dead hellhole even after the radiation was completely cleared It's the ridiculous scope with which space magic is being used, not that it is present at all. Please leave my goal posts where I left them, I put them there for a reason.
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