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Post by alanc9 on Aug 9, 2017 19:15:15 GMT
I dunno how declaring war could work unless the angara have zero space capability left. Ground fighting is hopeless, but blackmailing them with the threat of orbital bombardment could work. I'd make the arks much bigger and militaristic. They'd need to contain a fleet and some orbital capability and the cryo-stasis thawing would need to be done en-masse. You'll always need armies to take cities. Of course, the size of the AI was already passing some fans' suspension of disbelief threshold. But I'm not sure this addition would lose anyone who wasn't already lost. Note that building a fleet for such an invasion assumes an awfully unlikely correlation of forces in Andromeda. The band of possible situations where you need those forces is pretty narrow compared to situations where one side or the other simply gets curbstomped by superior tech or superior numbers. Not that there's a problem with things just happening to turn out the way the narrative needs them to -- the trilogy is built on that -- but it's funny for the AI to plan for the really unlikely circumstance and actually be right about it.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion
PSN: guanxi
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Post by guanxi on Aug 9, 2017 19:27:43 GMT
I'd make the arks much bigger and militaristic. They'd need to contain a fleet and some orbital capability and the cryo-stasis thawing would need to be done en-masse. You'll always need armies to take cities. Of course, the size of the AI was already passing some fans' suspension of disbelief threshold. But I'm not sure this addition would lose anyone who wasn't already lost. Note that building a fleet for such an invasion assumes an awfully unlikely correlation of forces in Andromeda. The band of possible situations where you need those forces is pretty narrow compared to situations where one side or the other simply gets curbstomped by superior tech or superior numbers. Not that there's a problem with things just happening to turn out the way the narrative needs them to -- the trilogy is built on that -- but it's funny for the AI to plan for the really unlikely circumstance and actually be right about it. It would be more believable if the new arks were post-reaper-war and we had backward engineered reaper technology to jump our technology forward thousands of years, that coupled with the Angara-Kett war explanation for their disposition would make the odds comparably even imo. The present scenario is more ridiculous imo that you would ship 20,000 colonists in cryo to Andromeda in a largely defenceless ark without a giant fleet to protect it despite having no clue about the threats you might face. It would have to be a military operation not a civilian one imo.
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aznricepuff
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XBL Gamertag: aznricepuff
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Post by aznricepuff on Aug 9, 2017 20:00:46 GMT
I'd mostly overhaul the story and the quest design. I'd toss the entire conceit of establishing outposts for the AI, increasing viability etc. In fact, I'd have it so that Ryder and co. don't actually ever meet up with the AI "proper". Instead, the story would revolve around the Tempest crew + a small group of other survivors from the Hyperion making their away through Helios trying to make contact with/find out what happened to the rest of the AI. As you progress through the game, you would discover pockets of AI survivors from different arks and your choices would determine what happens to them. You'd actually explore the planets you visit instead of being told where to go by all the AI colonists/Angara that have already explored every inch. There would be no collect/find/kill X things fetch quests. Everything you do in the game (even exploration) would be clearly linked with one of your primary goals: (1) find AI survivors, (2) figure out what caused everything to go wrong, (3) find a potential new colony site, (4) survive long enough to do 1-3. One of the key story beats would revolve around first contact and how you handle it and subsequent interactions with the new race. At the end of the game you find out why everything went FUBAR for the AI, and (based on your choices on how to handle the various AI survivors, first contact, etc.) you help to establish a permanent colony in Helios. I have no idea how to connect all the parts above, but that's what the lead writer is for . I'd also have the game adopt a more serious (not necessarily dark) tone, to better fit the themes of survival, facing/exploring the unknown outlined above. Jokes are fine, but not to the level that MEA actually did it. The combat I'd keep mostly the same except I'd add in a greater variety of enemy and encounter types. Also get rid of the 3 ability limit, or at least implement the favorites system so it didn't actually work against the stated goal of fast-paced, dynamic combat.
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Post by maximusarael020 on Aug 9, 2017 20:05:26 GMT
Boom. Ok. Here. We. Go.
Here's the beginning of Mass Effect: Andromeda. Reapers are attacking Thessia. They are seen decending on the planet, red lasers shooting out, making their iconic "BWWAAAAAAAAPPPP" noise. Husks and Cannibals are overrunning defensive positions. Asari commandos shooting off biotics, firing weapons, etc until being overwhelmed by the numbers of Reaper forces, crying out as they are dragged offscreen. Cut to where the Asari counselor is (a ship? a building? Wherever). There are muffled "booms" and flashes of light, the screen shakes. The counselor is on the vidcall to Shepard. Shep is only a silhouette, but can be gender specific and have the proper VA because you input which gender Shep you want at the beginning. Shep says something, then the Asari counselor says her line about "Continuity of Civilization to consider." Another "Boom".
Cut to the Arks and the Nexus. Captain Dunn and Jien Garson are on vidcall with Hackette. He says it's time to go. The Arks and Nexus fire up their ODSY drives and move toward one final Mass Relay, putting them on the farthest reaches of the network available, far from the Reapers. They take on last look at the MW before entering cryo, going through the relay, and starting their 600 year journey to Andromeda.
When they get to Andromeda, there can be missing Arks or no, that doesn't really matter. But what we find in Andromeda is at least 5 different species, each vying for territory in the Helius Cluster. As Pathfinder you make first contact with these species, learning about their culture, their identity, their ambitions, their motivations. Then after a while you must decide which species to side with (kind of like Fallout 4 with the RailRoad, the Iron Legion, the Minutemen, and the Institute). Those decisions will affect what planets you can settle, what weapons and technology you have available, etc. They also affect your relationship with the other species, some might still be your allies, some not as much. There are other things that can be affected as well (defense of settlements, food supply, squadmates, etc). Then the Kett can be there, not associated with any of the other species, but they are going after the Remnant tech in the vaults and Remnant space stations. The conflict comes from not having one big bad to fight, but the subtle changes your decisions cause and the diplomacy of colonizing a new cluster.
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jaegerbane
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Origin: JaegerBane
PSN: JaegerBane
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Post by jaegerbane on Aug 9, 2017 20:19:07 GMT
Of course, the size of the AI was already passing some fans' suspension of disbelief threshold. But I'm not sure this addition would lose anyone who wasn't already lost. Note that building a fleet for such an invasion assumes an awfully unlikely correlation of forces in Andromeda. The band of possible situations where you need those forces is pretty narrow compared to situations where one side or the other simply gets curbstomped by superior tech or superior numbers. Not that there's a problem with things just happening to turn out the way the narrative needs them to -- the trilogy is built on that -- but it's funny for the AI to plan for the really unlikely circumstance and actually be right about it. It would be more believable if the new arks were post-reaper-war and we had backward engineered reaper technology to jump our technology forward thousands of years, that coupled with the Angara-Kett war explanation for their disposition would make the odds comparably even imo. The present scenario is more ridiculous imo that you would ship 20,000 colonists in cryo to Andromeda in a largely defenceless ark without a giant fleet to protect it despite having no clue about the threats you might face. It would have to be a military operation not a civilian one imo. Tbh while I don't really agree with the whole 'lets rehash Avatar' thing and I'm fully prepared to see the AI as a civilian venture (particularly given the background info we pick up in Ryder Family Secrets).... I do fully agree that the risks the AI took and the decisions they made regarding defence were irresponsible in the extreme. I mean, even in Star Trek, a universe where humanity has literally become a race of pacifists, with exactly the same bleeding-heart-liberal thing the AI brochures have - they still have the sense to recognise that jumping into unexplored territory completely unarmed is simply idiotic. I can buy the idea that there was some politicking to be done to get the operation up off the ground but literally launching families to an unexplored galaxy with an arsenal consisting of crossed fingers and happy thoughts pushed my suspension of disbelief to breaking point.
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Post by Deleted on Aug 9, 2017 20:20:02 GMT
I see someone in the previous comments mentioned that procedurally generated stuff is the future of gaming. God I hope not that would take away the human touch from it. I would probably stop gaming altogether because I consider games like arts and you don't procedurally generate art.
That would probably mean that I should stick with my other two hobbies: historical strategy games and reading history and philosophy books.
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Post by henkiedepost on Aug 9, 2017 20:37:29 GMT
-Tone down on the amount of space we have to traverse in the various Open Worlds. Havarl is big enough. - Change the focus from doing things on a planet and then dumping an outpost when you're ready into helping develop and improve an existing outpost or foothold. That way you actually work for something. And you get visible rewards for the work you do. - make sure that NPC's actually have schedules and behaviour attached to them so they feel more alive. - drastically improve on the amount of Flora and Fauna. The 'same beasts are everywhere' trope may be explained lore-wise, but it is just detrimental for the exploration aspect of the game. Why explore when everything's the same? - Get rid of tasks - Get rid of zoom-in Dialogue - Make squadmates expendable. Either by adding an option not to recruit them or by adding an option to lose them in some way. - Drastically streamline the way you have to craft items but improve on the total amount of choices you have - Streamline or remove resource mining, it is nothing more than an useless timesink - Make it so that sidequests have consequences which will be positive or detrimental to the development of your colonies. - Reduce the amount of architects to 2 at max. (Eos and Voeld for the added layer of difficulty.) Come up with neat concepts for superbosses on other worlds. - Make sure that 'oversights' like the asari clone army are removed before shipping the game. Reduce the amount of wacky and crazy haircuts and colors to a bare minimum. Check NPC's if they uphold a certain standard of quality, especially when they're featured in a quest in some way. - Either improve on the amount of different groups you can fight or make sure there is enough variation in one group. There should be way more different kinds of Kett Soldiers as an example. Raiders could use armed Rovers like in Borderlands - Fit the Nomad and Tempest with armament. Especially the nomad, so that you can have mad-max style confrontations with raiders. Otherwise remove the Nomad because the maps are going to be smaller anyway. - Focus on the main story. By now you migjt have noticed that I would streamline many things. That is because all the freed-up resources will now be allocated to the main-story. Especially on the Archon and his role in the game. - Make first contact actual first contact and make it more important for the game. (Bad first contact would be too difficult to make, but what about this? If you F up, the Angara are extremely hestitant to help you. Jaal won't join you (at all or until a later point), the Roekaar are stronger and certain events and missions later down the game go differently. This could, and should be a major moment of the game. - give Elaaden or Eos another theme so that one of them doesn't fit the desert/arid trope. I likes the way the fire planet looked in the first trailer we had, with the tornadoes. That would be interesting! (I think that's actually Aya right now by the way, might be wrong.) - Remove the 'vault opening' puzzle where you have to find the consoles, search for stupid glyphs and solve a pace-breaking sudoku on ever planet. Come up with an unique system for each planet which keeps things interesting and new.
Anyway, congratz if you made it this far. Might come up with more things later.
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Post by Revan Reborn on Aug 9, 2017 22:08:22 GMT
I see someone in the previous comments mentioned that procedurally generated stuff is the future of gaming. God I hope not that would take away the human touch from it. I would probably stop gaming altogether because I consider games like arts and you don't procedurally generate art. That would probably mean that I should stick with my other two hobbies: historical strategy games and reading history and philosophy books. Procedurally-generated content, alone, is not the future. However, a combination of procedurally-generated and handcrafted content is inevitable. In fact, it has been happening for far longer than you probably think. With the sheer size and scope of games, it's getting to a point where developers do not have the manpower, the time, or the resources to handcraft everything. It's not practical and it's highly inefficient. Effective and pragmatic game creation comes from a strong set of tools that allow a few programmers, designers, or artists to do the work of dozens. Take for instance Final Fantasy. Final Fantasy XV, in particular, was in development for over a decade. Want to know why? Japanese development has long believed that building everything from scratch and hand-crafting all experiences is the way to make games. This costly and ineffective practice is why Final Fantasy, The Last Guardian, and various other Japanese titles, are in over-extended and bloated development cycles that are far over-budget. Western development, on average, does not work the same way. Take CDRP with TW3, as an example. CDPR built a strong and adaptable tool set, such as their animation system, so that they could offer enough variety and uniqueness without it looking generic and poor in quality. No studio building a massive open world with 100+ hours of content has the time and money to make Naughty Dog-caliber facial animations, by handcrafting every single scene in game. It's the same thing with procedural generation. You use it as a base and a foundation, but then the designer polishes it, refines it, and makes it look new and fresh. I encourage you to check out the development diaries for Hellblade: Senua's Sacrifice. Ninja Theory had one environmental artist create the entire world by himself. It was thanks to the power of Unreal Engine 4 and its procedural generation tools that allowed for him to create unique and spectacular looking environments without having to handcraft everything.
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Post by vonuber on Aug 9, 2017 23:41:19 GMT
"Ryder, would you kindly touch the console to activate the vault" "Ok SAM" "Ryder, would you kindly start turning off the cryo pods"
That's what I would have done.
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danishgambit
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Post by danishgambit on Aug 10, 2017 0:16:48 GMT
Don't make the story an epic and don't make Ryder the chosen one
It's been done a lot (especially for Bioware) and you'll probably never make a character that people will be satisfied with more than Shepard. Why? Because Shepard is pretty much a superhero. Stop trying to do that. You don't need to be a superhero to do super things. You don't need to be the chosen one to make a difference. Instead put the protagonists and their unexceptional buddies on a quest to do exceptional things. Put them in over their head. Don't give them a mcguffin. Don't throw around deus ex machinas everywhere. See what you can do with that. See if you can't put people on the edge of their seat because the threat of death is real. Oh yes - plot armor needs to go bye bye. This is supposed to be a space opera not a power fantasy or some predictable children's storybook where everything goes right all the time and when it doesn't it's a matter of clicking your heels together to make it go away.
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Post by Revan Reborn on Aug 10, 2017 0:24:10 GMT
Don't make the story an epic and don't make Ryder the chosen oneIt's been done a lot (especially for Bioware) and you'll probably never make a character that people will be satisfied with more than Shepard. Why? Because Shepard is pretty much a superhero. Stop trying to do that. You don't need to be a superhero to do super things. You don't need to be the chosen one to make a difference. Instead put the protagonists and their unexceptional buddies on a quest to do exceptional things. Put them in over their head. Don't give them a mcguffin. Don't throw around deus ex machinas everywhere. See what you can do with that. See if you can't put people on the edge of their seat because the threat of death is real. Oh yes - plot armor needs to go bye bye. This is supposed to be a space opera not a power fantasy or some predictable children's storybook where everything goes right all the time and when it doesn't it's a matter of clicking your heels together to make it go away. Truth be told, BioWare is very aware of the "chosen one" trope and does it intentionally. In fact, BioWare has stated that is the foundation for every story they make, and it's true. From Baldur's Gate all the way to Mass Effect Andromeda, every game is about the story of a hero. For better or for worse, BioWare has stated that is its formula and it's not interested in deviating from that narrative structure. While I personally wouldn't be opposed to what you are suggesting, I never see that happening at BioWare for any of its franchises. Perhaps Anthem might be an opportunity to try something different, but Dragon Age and Mass Effect are forever going to be stories about the player being the hero and central focus.
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Post by danishgambit on Aug 10, 2017 0:32:27 GMT
Don't make the story an epic and don't make Ryder the chosen oneIt's been done a lot (especially for Bioware) and you'll probably never make a character that people will be satisfied with more than Shepard. Why? Because Shepard is pretty much a superhero. Stop trying to do that. You don't need to be a superhero to do super things. You don't need to be the chosen one to make a difference. Instead put the protagonists and their unexceptional buddies on a quest to do exceptional things. Put them in over their head. Don't give them a mcguffin. Don't throw around deus ex machinas everywhere. See what you can do with that. See if you can't put people on the edge of their seat because the threat of death is real. Oh yes - plot armor needs to go bye bye. This is supposed to be a space opera not a power fantasy or some predictable children's storybook where everything goes right all the time and when it doesn't it's a matter of clicking your heels together to make it go away. Truth be told, BioWare is very aware of the "chosen one" trope and does it intentionally. In fact, BioWare has stated that is the foundation for every story they make, and it's true. From Baldur's Gate all the way to Mass Effect Andromeda, every game is about the story of a hero. For better or for worse, BioWare has stated that is its formula and it's not interested in deviating from that narrative structure. While I personally wouldn't be opposed to what you are suggesting, I never see that happening at BioWare for any of its franchises. Perhaps Anthem might be an opportunity to try something different, but Dragon Age and Mass Effect are forever going to be stories about the player being the hero and central focus. I didn't know that... I don't think epics are bad but it gets old seeing them again and again and again. Not only that - but I feel they've been using that as some kind of justification to abuse plot armor, deus ex machinas and many other tropes that just get really old when you see them continually throughout these stories. I wouldn't mind something like Guardians of the Galaxy but I doubt they'd ever go this route because it wouldn't be some kind of power fantasy...
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Post by Revan Reborn on Aug 10, 2017 0:57:18 GMT
I didn't know that... I don't think epics are bad but it gets old seeing them again and again and again. Not only that - but I feel they've been using that as some kind of justification to abuse plot armor, deus ex machinas and many other tropes that just get really old when you see them continually throughout these stories. I wouldn't mind something like Guardians of the Galaxy but I doubt they'd ever go this route because it wouldn't be some kind of power fantasy... Yep. That's just what BioWare does. It doesn't bother me all that much, as long as the characters, villains, and the overarching setting is interesting and compelling. Obviously, if BioWare does a really half-backed story, then the faults and limitations of the chosen one trope really stick out like a sore thumb.
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Post by griffith82 on Aug 10, 2017 5:35:37 GMT
Not reveal anything as early as they did. Big mistake imo revealing so early. Other than that not much. Maybe a few less tasks and push for some extra time.
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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, SWTOR
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Post by Iakus on Aug 10, 2017 15:20:09 GMT
Don't make the story an epic and don't make Ryder the chosen oneIt's been done a lot (especially for Bioware) and you'll probably never make a character that people will be satisfied with more than Shepard. Why? Because Shepard is pretty much a superhero. Stop trying to do that. You don't need to be a superhero to do super things. You don't need to be the chosen one to make a difference. Instead put the protagonists and their unexceptional buddies on a quest to do exceptional things. Put them in over their head. Don't give them a mcguffin. Don't throw around deus ex machinas everywhere. See what you can do with that. See if you can't put people on the edge of their seat because the threat of death is real. Oh yes - plot armor needs to go bye bye. This is supposed to be a space opera not a power fantasy or some predictable children's storybook where everything goes right all the time and when it doesn't it's a matter of clicking your heels together to make it go away. Truth be told, BioWare is very aware of the "chosen one" trope and does it intentionally. In fact, BioWare has stated that is the foundation for every story they make, and it's true. From Baldur's Gate all the way to Mass Effect Andromeda, every game is about the story of a hero. For better or for worse, BioWare has stated that is its formula and it's not interested in deviating from that narrative structure. While I personally wouldn't be opposed to what you are suggesting, I never see that happening at BioWare for any of its franchises. Perhaps Anthem might be an opportunity to try something different, but Dragon Age and Mass Effect are forever going to be stories about the player being the hero and central focus. Even in the Baldur's Gate games, you are simply one of hundreds of Bhaalspawn. Special, yes, but not unique. Not a "Chosen One" Being the hero shouldn't be a simple matter of "what you represent" or "you have an AI fused to your brain" or even being the spawn of a dead god. It should not be a matter of destiny or fate or plot armor. It should be that you are a character wiling and able to do something about a current crisis.
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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
Origin: JaegerBane
PSN: JaegerBane
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Post by jaegerbane on Aug 10, 2017 16:56:09 GMT
Truth be told, BioWare is very aware of the "chosen one" trope and does it intentionally. In fact, BioWare has stated that is the foundation for every story they make, and it's true. From Baldur's Gate all the way to Mass Effect Andromeda, every game is about the story of a hero. For better or for worse, BioWare has stated that is its formula and it's not interested in deviating from that narrative structure. While I personally wouldn't be opposed to what you are suggesting, I never see that happening at BioWare for any of its franchises. Perhaps Anthem might be an opportunity to try something different, but Dragon Age and Mass Effect are forever going to be stories about the player being the hero and central focus. Even in the Baldur's Gate games, you are simply one of hundreds of Bhaalspawn. Special, yes, but not unique. Not a "Chosen One" Being the hero shouldn't be a simple matter of "what you represent" or "you have an AI fused to your brain" or even being the spawn of a dead god. It should not be a matter of destiny or fate or plot armor. It should be that you are a character wiling and able to do something about a current crisis. I'm not really sure what criteria you're judging this by but for the purposes of what is being discussed, the Bhaalspawn was a 'Chosen One'. It's all very well pushing philosophical ideas about the nature of heroism but the reality is most Bioware RPGs kind of rely on having an in-game reason for why the player is typically joined by a merry band of badasses and gets audiences with leaders, politicians and kings. If there's nothing special about the character that actually translates to other characters in the game universe then the justification for having a party, a ship, a mission etc start breaking down. I guess NWN2 was probably one of the better balances I've seen to this kind of thing but you were still a 'Chosen One' in that, it just wasn't apparent to everyone until later in the game. Tbh the whole 'stop making chosen ones!!!!111' thing is a red herring anyway. Not being a 'Chosen One' isn't going to rescue an otherwise knackered game and being a Chosen One isn't going to make a good game bad.
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Post by alanc9 on Aug 10, 2017 17:08:22 GMT
That's true in the more recent games, anyway. The D&D games didn't have the issue since getting together with a merry band of badasses is kind of a thing in the FR.
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majesticjazz
2,015
January 2017
majesticjazz
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Jade Empire
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Post by majesticjazz on Aug 10, 2017 18:28:10 GMT
Nice input everyone! Keep it up!
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Psychevore
1,584
February 2017
psychevore
Mass Effect Trilogy, Dragon Age: Origins, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Psychevore on Aug 10, 2017 18:30:39 GMT
Is it weird that reading the word 'heroism' brings back memeories of the old BSN?
I just can't remember the dude's name for some reason.
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Deleted
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guest@proboards.com
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Nov 26, 2024 13:40:15 GMT
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Post by Deleted on Aug 10, 2017 18:53:31 GMT
Is it weird that reading the word 'heroism' brings back memeories of the old BSN? I just can't remember the dude's name for some reason. David?
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themikefest
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August 2016
themikefest
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Post by themikefest on Aug 10, 2017 18:55:10 GMT
David7204 aka Bob From Accounting aka BabyPuncher
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Nov 25, 2024 23:55:29 GMT
2,052
traks
1,012
Aug 22, 2016 11:07:02 GMT
August 2016
traks
Mass Effect Trilogy, Mass Effect Andromeda
t_raks_99
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Post by traks on Aug 10, 2017 21:33:17 GMT
I really like the game and every playthrough (4 so far) gets better, but here is my list of things I would've done differently nonetheless:
1) I would've started out the Andromeda Initiative propaganda with real recruiting vids: a mission statement (what do we want there, why do we need the players/experts to join, what is the problem in the Milky Way we hope to solve through jumping into another galaxy after 600 years of cryo sleep).
2) A darker tone, higher stakes. Tragedies happening to either squadmates or Initiative personnel we have grown accustomed to (Dunn for example or the Salarian pathfinder would've worked if we would do more with them before).
3) More player choice putting the pathfinder team together OR an Initiative Leadership that actually leads and doesn't only put our team together but also gives us mission goals more often.
4) An enemy that actually attacks the Initiative instead of us just running into that enemy. Overall more stuff happening throughout the game that is not initiated by the player - so creating situations the player has to react to.
5) No random/respawning encounters.
6) No exile angle (so scratch the whole Kadara stuff) - a unified Andromeda Initiative focused on its mission goal running into problems arising solely from the unknown/Aliens in the new Galaxy.
7) A more alien new galaxy, real first contact, no early ally, no early functioning language translation with the new Aliens...
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Revan Reborn
Pathfinder
2,000
Feb 19, 2017 18:14:40 GMT
February 2017
revanreborn
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
Pax_Augusta
Heero the pilot
Pax_Augusta01
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Post by Revan Reborn on Aug 11, 2017 4:31:14 GMT
One thing I will say is I wish the stakes of survival were a bit more prominent in the game. Once you get to the Nexus and eventually create a settlement on Eos, the anxiety and pressure of the Milky Way races surviving largely disappears. It would have been nice to see a constant struggle to survive from alien hostilities as well as dangerous worlds. The story could have been an opportunity to really push Ryder to his/her limits, and show why being a Pathfinder isn't a job that anyone would want. Especially after the ending with Meridian, it was just too much of a deus ex machina that I felt took away from the dangers of discovery.
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Guardian
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Mass Effect Legendary Edition
Posts: 566 Likes: 941
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Guardian
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Nov 30, 2016 22:10:34 GMT
November 2016
guardian
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Guardian on Aug 11, 2017 5:31:21 GMT
That's true in the more recent games, anyway. The D&D games didn't have the issue since getting together with a merry band of badasses is kind of a thing in the FR. And that's how we like it, too
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abaris
2,013
April 2017
abaris
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by abaris on Aug 11, 2017 11:27:25 GMT
One thing I will say is I wish the stakes of survival were a bit more prominent in the game. Once you get to the Nexus and eventually create a settlement on Eos, the anxiety and pressure of the Milky Way races surviving largely disappears. To pick up on that, the stakes should have been higher in every aspect. No well established groups of MW races on Kadara or Eladeen after a mere 14 months and no pathfinders. At the most these should have been isolated pockets barely staying alive. This would have established a sense of urgency, since they too would have been in dire need of someone bettering their situation. No nation of Advent on Eos, that somehow won the lottery by stumbling over the one and only spot not being radiated. A real sense of doom if we don't succeed. Also the possibility to take desperate measures in your stride, such as the group killing the Angarans because they blackmailed them for water. The offer of your character having choices instead of always doing the right thing as the devs imagined them.
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