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Post by colonelkillabee on Aug 26, 2017 7:58:11 GMT
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Post by Deleted on Aug 26, 2017 8:15:11 GMT
I agree with what OP said the only thing I'd like to add is make our choices have a direct effect on the world. If I side with someone at the expense of the others then make it count in the world. The Reyes/Sloane choice had hardly any consequence in Kadara sure it might in the long term but we don' get to see it in the game.
-I want more Renegade choices in the next game. I still remember getting frustrated by those looters in Kadara telling me to "fuck off" and didn't had the chance to gun them down as Shepard certainly would have. IF you're thinking about making a new game with Ryder then I want him/her hardened. I can't stand his/her inexperience but most importantly his/her lack of authority.
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Post by Deleted on Aug 26, 2017 8:30:37 GMT
This relates to the exploration aspect in the theoretical new game. There was this one moment I had when I first played Skyrim. I always like to go north on the map first in Elder Scrolls games. And in Skyrim I had some vague sense from reading some article that the Mage's Guild / College was somewhere in the north. I was still in the first hour or two of my first playthrough so everything about Skyrim was new and magnificent. I remember getting swallowed up by a blizzard as I got closer to Winterhold, to the point where I could hardly see anything. It added to the sense of mystery, trying to find my way through that wall of white. It must have taken a while, and I'm sure I went in circles at some point, but then the blizzard started to wane and I started to get a sense of my surroundings. And then I looked up and saw the Shrine of Azura. That moment, when I saw it for the first time. It was so breathtaking and beautiful and surprising. I literally just spent a few minutes staring at it in wonder. I was a little disappointed that there weren't really moments like that in MEA. So I'd want something like that.
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Post by guanxi on Aug 26, 2017 8:49:46 GMT
I agree with what OP said the only thing I'd like to add is make our choices have a direct effect on the world. If I side with someone at the expense of the others then make it count in the world. The Reyes/Sloane choice had hardly any consequence in Kadara sure it might in the long term but we don' get to see it in the game. -I want more Renegade choices in the next game. I still remember getting frustrated by those looters in Kadara telling me to "fuck off" and didn't had the chance to gun them down as Shepard certainly would have. IF you're thinking about making a new game with Ryder then I want him/her hardened. I can't stand his/her inexperience but most importantly his/her lack of authority. Nobody ever asked for four different ways of saying essentially the same thing. The four different approaches (logical, emotional, casual, professional) needed to represent different dialogue paths and outcomes imo even at the cost of significantly fewer instances of approach-based dialogue choices in exchange for significantly more impact over the story. Where we only have tonal options I'd go back to charm, intimidate and neutral options instead which would make more sense imo. Of course you could have secondary tonal dialogue options for each of the different approaches (paths) which really would feel like a genuine evolution of the formula.
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Post by traks on Aug 26, 2017 10:56:58 GMT
Forgot one thing I would like to correct: I don't like the game telling me I'm best friends with everyone on the crew just because I talked with them. Give me options. Better yet: let me decide to a degree whom I want to recruit for my team and whom I don't want. A core team given to me by the higher ups and additional squadmates I can recruit or not (like in ME1 and ME2 where I didn't have to recruit everyone). Also squadmates leaving if they don't agree with how I run shit would be interesting again (DA has had this in the past).
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Post by kotoreffect3 on Aug 27, 2017 14:43:37 GMT
While I agree with a lot of what you are saying, at times it is counter to what a lot of people want. If I had to make a list of what I want BioWare to do is fairly simple. 1) Ignore the community and make the game you want and not the game you think we want. To me that was something I saw all over both Dragon Age: Inquisition and Mass Effect: Andromeda they were squeezing every little thing the community has said they wanted to see in those franchises and it hurt the games overall. Now I am not exactly sure what you want with #6. If you want a small more compact game I think that means really dropping the open world concept for open world style games are meant to be massive games that take close to a hundred if not more hours to complete. If you are talking about adding a timer to what is going on I would hate that in the game for I have never liked that style of mechanic it feels cheap and with BioWare they would tone everything down even further so you don't miss anything. Think of how people were upset about having to play (I think) only one MP match in Mass Effect 3 for the "Breath Destroy Ending" until they patched it with the Extended Cut. One thing to consider with your wish list is there are reasons for what is done. Such as the "iconic looks", that is because they have unique body types for the party, the games that I have played where you can put your squad members in armor and change their look normally has them looking the exact same from the neck down so they don't have to recreate the armor for everyone and test it to make sure it works. It is also like the ground vehicle request as cool as I think it would be, it does mean they would have to cut something else out of the game to fit it into the game's memory. Most games use the full amount of memory on the consoles for one reason or another, with Andromeda it was to have the open worlds with only having the loading times when you landed or loaded into the planet. So something I would suggest is to have trade-offs as well for that is generally the problem developers have is finding what to sacrifice so something else can happen. No I would not want a timer. I would be fine with abandoning open world or doing what ME 1 did and give us openish world content that is optional while making the critical path more linear. As far as the "iconic looks" and different armors go just look at Inquisition. The DA team managed both and with the same engine the MEA team had. It can be done. Though I would gladly sacrifice "iconic looks" for armor customization options for the squad if it came down to it.
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Post by alanc9 on Aug 27, 2017 15:02:15 GMT
I'd go for a timer. As long as you can play past the conclusion of the main storyline, you won't miss anything unless letting you play that content later would be incoherent.
It wouldn't work well with the LMs as currently designed, since they constantly send you in different and contradictory directions. But I'm not sure that was great design in the first place.
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Post by natetrace on Aug 27, 2017 16:21:06 GMT
I change my mind about killing Ryder's sibling in a previous post. If I were to do something, perhaps have a new game in Andromeda with a new protagonist. I think one thing everyone here can agree upon is that the back and forth planet hopping didn't work. It doesn't work in other games either, though. I would return to a ME2 style. Perhaps a ME1 ME2 meshing of several optional planets you can land on with a more streamlined main quest. The optional planets would have to be scaled back in size, obviously. What worked in ME2 was Omega, Illium, the Quarian ruins on Haestrom. Interesting places, fun mission, and just the right amount of time spent there. ME1? Feros and Noveria were longer, but not ridiculous with lots of running back and forth. You can get away with visiting each only once. Imagine if Kaidan needs you to go back and retrieve data from Feros and then scan a rock on Noveria after you've left. Too much planet hopping. This is weird but I always think of the old game Jazz Jackrabbit when I think of ME1 and 2. Land somewhere cool and a bit exotic, complete awesome mission, leave.
Next Mass Effect game should have a much tighter structure, and allow you to pick between Human, Turian, and Asari. Less errand running, more having fun. I really enjoyed Mass Effect Andromeda, I have multiple playthroughs, but the area I feel it needs the most work is in cutting the bloat.
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Post by traks on Aug 27, 2017 19:36:44 GMT
I'd go for a timer. As long as you can play past the conclusion of the main storyline, you won't miss anything unless letting you play that content later would be incoherent. It wouldn't work well with the LMs as currently designed, since they constantly send you in different and contradictory directions. But I'm not sure that was great design in the first place. Agreed. ME2 getting you back on the critical path with the abduction of your crew was a nice timer IMO. BTW: the way the LMs were presented in MEA I think that with the exception of the Asari Ark all work better post-game because they were basically Citadel like, cheesy, fun extensions that shouldn't distract the Pathfinder from his/her job before finding Meridian. In some playthroughs I also did Drack's before to have two squadmates with level six powers, but lately I did a run only with the Asari Ark before going onto the journey to Meridian and from a role-play, pacing standpoint I liked the last run the best so far. Naming them loyalty missions and designing them the way they did - when you should have one united goal - was indeed a very strange narrative choice.
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Post by kotoreffect3 on Aug 27, 2017 21:23:32 GMT
I change my mind about killing Ryder's sibling in a previous post. If I were to do something, perhaps have a new game in Andromeda with a new protagonist. I think one thing everyone here can agree upon is that the back and forth planet hopping didn't work. It doesn't work in other games either, though. I would return to a ME2 style. Perhaps a ME1 ME2 meshing of several optional planets you can land on with a more streamlined main quest. The optional planets would have to be scaled back in size, obviously. What worked in ME2 was Omega, Illium, the Quarian ruins on Haestrom. Interesting places, fun mission, and just the right amount of time spent there. ME1? Feros and Noveria were longer, but not ridiculous with lots of running back and forth. You can get away with visiting each only once. Imagine if Kaidan needs you to go back and retrieve data from Feros and then scan a rock on Noveria after you've left. Too much planet hopping. This is weird but I always think of the old game Jazz Jackrabbit when I think of ME1 and 2. Land somewhere cool and a bit exotic, complete awesome mission, leave. Next Mass Effect game should have a much tighter structure, and allow you to pick between Human, Turian, and Asari. Less errand running, more having fun. I really enjoyed Mass Effect Andromeda, I have multiple playthroughs, but the area I feel it needs the most work is in cutting the bloat. And that was the thing with ME 2. Some people complained that it cut out exploration but I think it did the opposite. I saw more of the galaxy in ME 2 and visited more interesting locations than any of the other ME games. You had Illium, Omega, Tuchanka, The quarian migrant fleet, geth heretic station, the collector base, etc..... I think in a Mass Effect game having smaller and tighter level design allows you to see more in the game as a whole. We are in space after all. I want to visit as many different locations and see as many different environments as possible.
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Post by malanek on Aug 27, 2017 21:33:07 GMT
I think they should look very carefully at what made ME2 such a popular game. The mission structure and the absolute focus on cutting out tedium worked very well imo. And also even though ME2 had the overriding plot of the Reapers, it was not really that prevalent. It was able to explore so many smaller aspects of Mass Effect lore just because of a broader focus. It could have been removed altogether and replaced with something of a lower key and it would still work.
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Post by distrust on Aug 27, 2017 23:42:27 GMT
I really enjoy Andromeda, so for the most part I want them to continue in that direction and not go backwards. Combat is close to perfect imo, I am happy it`s not interrupted by fiddling with a power-wheel or having to babysit your team. Being free to toy with all skills/classes is fun to me as well. Imo it doesn`t make it a lesser RPG but a better action game. Dialogue without a good/evil rating works fine for me, it feels more like roleplaying than picking answers to fill a stat-bar. I would like a grey-scale rating though. Lighthearted/serious, calm/agressive, emotional/rational, etc.. NPCs could react to that to a certain degree. Exploring open worlds is what I always wanted from ME, so I certainly don`t want to go back to linear levels. But it could be done better, with less fetchquests, more proper quests and dynamic events, and most of all incentive to go exploring. What I really miss on Andromeda is,erm, epic-ness. That`s mostly a presentation and music thing. There were many chances to wow me with a cool cutscene and dramatic music, but usually none of that happens. In the end it`s a space-opera, so there should be a bit of opera.
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Post by ozzie on Aug 29, 2017 16:12:58 GMT
I really enjoy Andromeda, so for the most part I want them to continue in that direction and not go backwards. Combat is close to perfect imo, I am happy it`s not interrupted by fiddling with a power-wheel or having to babysit your team. Being free to toy with all skills/classes is fun to me as well. Imo it doesn`t make it a lesser RPG but a better action game. Dialogue without a good/evil rating works fine for me, it feels more like roleplaying than picking answers to fill a stat-bar. I would like a grey-scale rating though. Lighthearted/serious, calm/agressive, emotional/rational, etc.. NPCs could react to that to a certain degree. Exploring open worlds is what I always wanted from ME, so I certainly don`t want to go back to linear levels. But it could be done better, with less fetchquests, more proper quests and dynamic events, and most of all incentive to go exploring. What I really miss on Andromeda is,erm, epic-ness. That`s mostly a presentation and music thing. There were many chances to wow me with a cool cutscene and dramatic music, but usually none of that happens. In the end it`s a space-opera, so there should be a bit of opera. The only reason you didn't have to baby sit your team in ME:A is because they had 9 times as many hit points as you. It was a cheap flub to make it look like they were capable of working without your interaction. If you put them back to the same HP level as the MET companions but didn't give you the control options you had in MET they would die every single fight before they had even got a shot off... not that their shooting really does much anyway as Ryder does well over 90% of the squad damage, sit back in a fight and watch them, they are quite ineffective. ME:A is a generic 3rd person shooter and your squad mates are pretty much only there as squawk boxes to add flavour to scenes. In my book if a character can be levelled up in a way that contradicts the universe's established laws it's a bad. Most levelling systems take quite a lot of liberty with common sense, but ME:A was a real stretch. Ryder could start the game a soldier, and within a fortnight be a fully trained up Biotic badass in the same league as Jack or Liara, bear in mind for Kaiden and Shepard to become Biotics they needed to be engineered that way invitro, thus born biotic, then trained from childhood just to manifest a simple pull biotic power. It is something that defines a persons entire life and character background is something that I would have loved to see explored in more detail, in conversation and RPG elements like in previous Dragon Age titles, rather than written off as just a generic level up power thingamajig. Paragon/Renegade isn't good and evil either. Doing 'bad' things will fill that bar faster, but at the end of the day it's your choice if you want to fill a bar or RP a character, but you can get a pretty high renegade level playing as a fundamentally good character as my main Shepard was... don't let the glowing red eyes fool you, I saved everyone! Being able to just choose the tone of how you speak isn't enough for RP... if it was included as well as being able to make real character defining choices fine, but 'instead of' gives you no real agency over your character.
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Post by Deleted on Aug 29, 2017 17:02:11 GMT
DON'T do a reboot. DON'T move the series back to the MW. DO make Ryder the protag again. DO include the MEA dialogue wheel with minor improvements. DO go classless. I agree with all of your points except the last one. I find that the class system (in combination with the different background selections for Shepard) really enhance my role-play and overall sense of who my PC is. It also informs my decisions wrt which squadmates to take on any given mission, as each class is strong in some areas and weak in others. MEA's profile system combined with the inability to control squaddie powers to completely destroy any sense that Ryder's squadmate selections were at all tactical. I also found the profile system to be overly complex bloat, and thus made precious little use of it. Trying to keep track of up to 4 different power sets and remember how the buttons are mapped for each one in the middle of unpauseable fast action combat is a hassle I don't need. I admit that I'm uncomfortable with the degree of integration/dependence between Ryder and SAM. I frankly find it creepy that SAM has complete access to Ryder's senses and bodily functions - it leaves Ryder with zero physical privacy and adds a voyeuristic tone to Ryder's romantic activities. Ryder is not merely being watched - there is another being feeling and sensing everything Ryder feels and senses. It is an invasion of privacy of the highest order. My ideal would be to have Ryder & Crew return for another game, but with SAM's sensory capabilities reduced/removed, perhaps to sensors implanted in her armor instead of her person. Then I would restore the class system and the power wheel, including complete control of squadmate powers. The jump jets can take a final flying leap, I'd rather have a combat roll. One thing to consider with your wish list is there are reasons for what is done. Such as the "iconic looks", that is because they have unique body types for the party, the games that I have played where you can put your squad members in armor and change their look normally has them looking the exact same from the neck down so they don't have to recreate the armor for everyone and test it to make sure it works. And that's fine by me. Iconic looks for cosplaying purposes are perfectly well served with a default outfit the character wears out of combat. Frankly, if they're going to do unique body types for individual NPCs, then I'd like to be able to choose my character's body type as well. I hate seeing characters go into hostile situations and hazardous environments with skin exposed and those asinine little breather masks. I want full coverage, sealed helmet armors available for every character on my squad. Combat is close to perfect imo, I am happy it`s not interrupted by fiddling with a power-wheel or having to babysit your team. It never was, at least not unless you chose to play it that way. You could always ignore the power wheel and use only the mapped buttons.
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Post by Sanunes on Aug 29, 2017 18:04:26 GMT
One thing to consider with your wish list is there are reasons for what is done. Such as the "iconic looks", that is because they have unique body types for the party, the games that I have played where you can put your squad members in armor and change their look normally has them looking the exact same from the neck down so they don't have to recreate the armor for everyone and test it to make sure it works. And that's fine by me. Iconic looks for cosplaying purposes are perfectly well served with a default outfit the character wears out of combat. Frankly, if they're going to do unique body types for individual NPCs, then I'd like to be able to choose my character's body type as well. I hate seeing characters go into hostile situations and hazardous environments with skin exposed and those asinine little breather masks. I want full coverage, sealed helmet armors available for every character on my squad. I am nervous of the backlash of a customized protagonist even if it is from a list of possible body types, especially after the issues around "Ryder isn't white enough". To me I like how it was handled in The Old Republic with having four body types to choose from. My only real concern on the development side is that we would get less armor styles in general so instead of having multiple armors to customize our appearance we only have body types and then additional armor is DLC only due to the amount of testing to make sure they don't have technical issues that cause a backlash again.
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Post by Deleted on Aug 29, 2017 18:15:02 GMT
And that's fine by me. Iconic looks for cosplaying purposes are perfectly well served with a default outfit the character wears out of combat. Frankly, if they're going to do unique body types for individual NPCs, then I'd like to be able to choose my character's body type as well. I hate seeing characters go into hostile situations and hazardous environments with skin exposed and those asinine little breather masks. I want full coverage, sealed helmet armors available for every character on my squad. I am nervous of the backlash of a customized protagonist even if it is from a list of possible body types, especially after the issues around "Ryder isn't white enough". To me I like how it was handled in The Old Republic with having four body types to choose from. My only real concern on the development side is that we would get less armor styles in general so instead of having multiple armors to customize our appearance we only have body types and then additional armor is DLC only due to the amount of testing to make sure they don't have technical issues that cause a backlash again. That's a legitimate concern. It's one of several reasons why I oppose species selection - the CC and customization options per character type would necessarily be watered down by the need to spread resources over a broader base. There are games that provide a high degree of bodily customization and still manage to provide loads of armor/clothing options (like Dragon's Dogma, for example). I'd guess that BioWare's focus on cinematic cut-scenes is a primary reason why they can't/don't offer a wider set of options.
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Post by jjdxb on Aug 29, 2017 23:00:01 GMT
I. Ditch the class system. It's arbitrary and pointless. There's absolutely no reason a biotic can't learn to use tech armour, and no reason a vanguard would be able to pull but not push.
II. Ditch paragon and renegade and keep tones. Maybe more along the lines of DAI rather than ME:A. Have important decision choices tied to the tones and not necessarily to "Good" and "evil", and keep a hidden tally of what those choices were like in DA2
III. More narrative moments.
IV. No chosen one.
V. No prequel, because then the player has no semblance of choice in the final outcome.
VI. No Space Jesus. Not at the beginning, not at the end. Protagonist doesn't need to be completely green, but we've already had Shepard.
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Post by jjdxb on Aug 29, 2017 23:01:14 GMT
Oh and
VII Iconic designs for companions. They are their own people.
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Post by ozzie on Aug 30, 2017 14:03:03 GMT
I. Ditch the class system. It's arbitrary and pointless. There's absolutely no reason a biotic can't learn to use tech armour, and no reason a vanguard would be able to pull but not push. Class systems aren't arbitrary, the represent the characters background and formative years and have been a staple of RPG games since their inception for good reason. They are the best way of balancing player characters, defining different character types to create a necessity for teamwork and they provide a good simulation of a believable development arc. If we look at it in the case of a traditional RPG, a mage character who has spent the entirety of his teenage years learning the arcane arts is never going to match a warriors skill with a sword. Yes, he may be able to learn to use a sword, he may even devote all his subsequent training to swordsmanship and by the age of 40 may be a far greater swordsman than a 18 year old warrior, but he still would be outclassed by a 40 year old pure warrior by a huge margin. In the Mass Effect universe this is just as pronounced, and Engineer can easily learn the tech-armour skill because at 19 he was a technical academy learning about the background of omni-tech and the hard science behind force fields, the Biotic spent that same time plugged into ECGs and being trained not to accidentally break their own neck with a mass effect field when they sneezed. It's hard to argue that a Vanguard being unable to pull and not push is arbitrary, however there is definitely an argument that they would never have the level of control to be able to warp or singularity, even at a basic level, never mind achieving the same power level as an adept.
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Post by jjdxb on Aug 30, 2017 14:34:53 GMT
I. Ditch the class system. It's arbitrary and pointless. There's absolutely no reason a biotic can't learn to use tech armour, and no reason a vanguard would be able to pull but not push. Class systems aren't arbitrary, the represent the characters background and formative years and have been a staple of RPG games since their inception for good reason. They are the best way of balancing player characters, defining different character types to create a necessity for teamwork and they provide a good simulation of a believable development arc. If we look at it in the case of a traditional RPG, a mage character who has spent the entirety of his teenage years learning the arcane arts is never going to match a warriors skill with a sword. Yes, he may be able to learn to use a sword, he may even devote all his subsequent training to swordsmanship and by the age of 40 may be a far greater swordsman than a 18 year old warrior, but he still would be outclassed by a 40 year old pure warrior by a huge margin. In the Mass Effect universe this is just as pronounced, and Engineer can easily learn the tech-armour skill because at 19 he was a technical academy learning about the background of omni-tech and the hard science behind force fields, the Biotic spent that same time plugged into ECGs and being trained not to accidentally break their own neck with a mass effect field when they sneezed. It's hard to argue that a Vanguard being unable to pull and not push is arbitrary, however there is definitely an argument that they would never have the level of control to be able to warp or singularity, even at a basic level, never mind achieving the same power level as an adept. You would think that pull and push were the two basic skills every biotic learned though. It's like auror wizards not being able to perform wingardium leviosa. Not evert soldier knows how to use a sniper rifle as soon as they pick it up, but using a pistol is basic training. Also, the skill level of an ability is already represented by how many levels you've unlocked and put points in. You're right that a 40 year old soldier should better with a a grenade than an 18 year old recruit, but a biotic can just pick up the basics and be at level one, surely? Someone with a basic understanding of a skill is already represented by the system. Not to mention the fact that we can refund our skill points already, making it as if we never knew how to throw a grenade. You're concerns could also be addressed simply by having a skill point limit.
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majesticjazz
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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 30, 2017 14:46:12 GMT
I don't know when or if we will get another Mass Effect game but when and if we do I think we can all agree it needs to have a development team commited to whatever direction they want to take it in whether it is more like ME1/MEA or ME2/ME3. List things you would like to see in the next game, whether they be things the trilogy had or things Andromeda had or changes you would like to make. 1. Have a clear set direction early on what you want to do with the game both in terms of story and gameplay mechanics. The earlier you commit the more time you have to maximize the quality of what you are doing. 2. Bring squad interactivity back to combat. The loss of the power wheel really lessened the combat experience overall for me. In the trilogy I could tell when Garrus when to use his concussive shot or overload an enemy's shields. I could also tell him when to switch to his sniper rifle or assault rifle. I felt like a real squad leader. In MEA I can only tell the squad where to go and that is it. Instead of a squad they just feel like AI fighting by my side. 3. Speaking of the squad and squadmates. Bring back customization that everyone has been asking for since as far back as ME 2. Not only did the DA team manage to do it but they throught it back to the next level. It can be done and most people want it. I am not saying it even has to go as far as the DA team did but it would have been nice to be able to buy new sets of Armor for Vetra or Draak or to even get some real armor for Peebee. 4. Whether or not it is open world or linear I would say the community is pretty divided on it but either way if you are going one or the other commit to it and do a good job with it. If you insist of going open world (and yes I know it isn't truly open world but for the sake of this we will just say open world). Then do it right. Make the eviornments feel real and organic. Avoid the mmo like feel (this same advice can be given to the DA team). Personally I feel like you should go back to a linear style as it plays to your strengths more but if done right open world can work. 5. Ground vehicle. This is something that MEA did improve on over the trilogy. It was smart to bring in a developer that does racing games to design the vehicle and the vehicle physics. I did have fun whipping around on the nomad. Though next time having a canon like the mako would be nice. Also I would like to see enemy vehicles. Have vehicle on vehicle combat. I don't want to be the only vehicle that is actually driving somewhere on planet. In MEA we saw plenty of parked vehicles that were not going anywhere it would also make the environment feel alive and more immersive. This is something that happened in ME 1 as well with the parked vehicles. 6. Limit the length of the game. This is something that the DA team could also take into account. I felt both DAI and MEA were too big for their own good. The games in the Shepard trilogy took me roughly 25 to 30 hours to complete on first playthroughs before DLC. With DLC MEs 2 and 3 nearly doubled in length and took me 50 plus hours to complete respectively but those games were still only half as long as DAI/MEA were. I would rather have a 30 to 50 hour experience that is focused and captivating than a 100 hour exprience that feels bloated at times. Limit the game's length would allow you to focus on quality over quantity and deliver better pacing. In other words make it more like the MET and less like MEA.
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ozzie
N2
Posts: 144 Likes: 205
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Apr 28, 2019 10:19:06 GMT
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ozzie
144
May 2017
ozzie
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Post by ozzie on Aug 30, 2017 15:00:15 GMT
You would think that pull and push were the two basic skills every biotic learned though. It's like auror wizards not being able to perform wingardium leviosa. Not evert soldier knows how to use a sniper rifle as soon as they pick it up, but using a pistol is basic training. Also, the skill level of an ability is already represented by how many levels you've unlocked and put points in. You're right that a 40 year old soldier should better with a a grenade than an 18 year old recruit, but a biotic can just pick up the basics and be at level one, surely? Someone with a basic understanding of a skill is already represented by the system. Not to mention the fact that we can refund our skill points already, making it as if we never knew how to throw a grenade. You're concerns could also be addressed simply by having a skill point limit. Jidxb, I think your missing my point that in most RPG's the class system represents a larger portion of the characters life and development than the time the player spends playing as them. By time time a Biotic picks up an assault rifle for the first time he is already several years behind soldier of an equivalent age*, he will simply never be as good and it doesn't matter how many (points/years of training) he commits to it.... it's even worse for the soldier, because he can never become biotic without completely shredding the lore of how biotics are created. *To realistically represent this in game terms what this would mean is that it should require someone with no training several skill points to get assault rifle to level 1, but only one skill point to get it to level 2. Many P&P RPG's use this type of system for new skills for balancing and realism.
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kotoreffect3
1,753
March 2017
kotoreffect3
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
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Post by kotoreffect3 on Aug 30, 2017 16:24:50 GMT
I don't know when or if we will get another Mass Effect game but when and if we do I think we can all agree it needs to have a development team commited to whatever direction they want to take it in whether it is more like ME1/MEA or ME2/ME3. List things you would like to see in the next game, whether they be things the trilogy had or things Andromeda had or changes you would like to make. 1. Have a clear set direction early on what you want to do with the game both in terms of story and gameplay mechanics. The earlier you commit the more time you have to maximize the quality of what you are doing. 2. Bring squad interactivity back to combat. The loss of the power wheel really lessened the combat experience overall for me. In the trilogy I could tell when Garrus when to use his concussive shot or overload an enemy's shields. I could also tell him when to switch to his sniper rifle or assault rifle. I felt like a real squad leader. In MEA I can only tell the squad where to go and that is it. Instead of a squad they just feel like AI fighting by my side. 3. Speaking of the squad and squadmates. Bring back customization that everyone has been asking for since as far back as ME 2. Not only did the DA team manage to do it but they throught it back to the next level. It can be done and most people want it. I am not saying it even has to go as far as the DA team did but it would have been nice to be able to buy new sets of Armor for Vetra or Draak or to even get some real armor for Peebee. 4. Whether or not it is open world or linear I would say the community is pretty divided on it but either way if you are going one or the other commit to it and do a good job with it. If you insist of going open world (and yes I know it isn't truly open world but for the sake of this we will just say open world). Then do it right. Make the eviornments feel real and organic. Avoid the mmo like feel (this same advice can be given to the DA team). Personally I feel like you should go back to a linear style as it plays to your strengths more but if done right open world can work. 5. Ground vehicle. This is something that MEA did improve on over the trilogy. It was smart to bring in a developer that does racing games to design the vehicle and the vehicle physics. I did have fun whipping around on the nomad. Though next time having a canon like the mako would be nice. Also I would like to see enemy vehicles. Have vehicle on vehicle combat. I don't want to be the only vehicle that is actually driving somewhere on planet. In MEA we saw plenty of parked vehicles that were not going anywhere it would also make the environment feel alive and more immersive. This is something that happened in ME 1 as well with the parked vehicles. 6. Limit the length of the game. This is something that the DA team could also take into account. I felt both DAI and MEA were too big for their own good. The games in the Shepard trilogy took me roughly 25 to 30 hours to complete on first playthroughs before DLC. With DLC MEs 2 and 3 nearly doubled in length and took me 50 plus hours to complete respectively but those games were still only half as long as DAI/MEA were. I would rather have a 30 to 50 hour experience that is focused and captivating than a 100 hour exprience that feels bloated at times. Limit the game's length would allow you to focus on quality over quantity and deliver better pacing. In other words make it more like the MET and less like MEA. More or less I would say yes but it isn't that simple. Nor is it a condemnation of MEA. When Mass Effect comes back it definitely needs to look at the trilogy for inspiration but it also has to evolve. Remember the trilogy evolved over time as well.
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Sanunes
N6
Just a flip of the coin.
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, Anthem, Mass Effect Legendary Edition
Prime Posts: 4392
Prime Likes: 882
Posts: 6,004 Likes: 9,087
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9,087
Sanunes
Just a flip of the coin.
6,004
Sept 13, 2016 11:51:12 GMT
September 2016
sanunes
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by Sanunes on Aug 31, 2017 2:37:15 GMT
In other words make it more like the MET and less like MEA. More or less I would say yes but it isn't that simple. Nor is it a condemnation of MEA. When Mass Effect comes back it definitely needs to look at the trilogy for inspiration but it also has to evolve. Remember the trilogy evolved over time as well. I remember interviews when BioWare was talking about how Andromeda was them trying to cherry pick what people said were the "best" elements of the first three games while giving people the things they were asking for such as the classless system. So I am not exactly sure what they would take from looking back at the first games to improve Andromeda with since that seems to be what they were trying with Andromeda.
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