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Post by ProbeAway on Aug 25, 2017 22:46:53 GMT
I said this in another thread yesterday: ----- I'd actually retain classes but create some flexibility within the class you choose. As Ryder, I really don't like that you can simply choose any power you want (even tho I can simply choose to ignore particular powers) because it makes the character's background/specialisation redundant and removes an aspect of the actual role playing. I know they used SAM to explain Ryder's broad ability set but the last thing this series needed was more space magic. So I'm a biotic god who also just happens to be a combat expert with the ability to cloak? Umm... ok then. I'd like to be able to choose between the 6 specialisations we had in the OT, but only be locked into the one class power (singularity, tactical cloak, charge, etc). The rest would be second tier powers selected from the applicable tree(s). Let's say that a player can choose 5 powers. They decide to pick the vanguard specialisation, which gives them charge and some unique vanguard passives. They would then select any two second-tier biotic abilities (eg pull and backlash) and any two second tier combat skills (eg concussive shot and frag grenade). The game could still have the OT option to get a bonus power too. I know people protest against putting limitations on the player but I feel like that has always been the point of role playing games - ie strengths vs weaknesses that are complimented by your team. Of course, that would require the return of proper squad control to work. ---- I would keep the ability to switch classes and power sets for NG+ tho. Also, everything RoboticWater said. That's not a bad idea. Some kind of player choice but with limits. I think that was the idea behind the 3 skills per loadout with a cooldown, but it just ends up being annoying. So annoying I defaulted to my usual headshot sniping and mostly ignored the skills. Yeah I spent a bit of time setting up a couple of spare favourites and then never used them. I really don't understand the decision making process behind removing the power wheel. They could still have had the same 3 power mapping on controllers for consistency with MP, but with the ability to access a few additional powers (and squadmate powers) with the wheel.
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Post by SwobyJ on Aug 25, 2017 22:50:57 GMT
I'm okay with getting to be anything. But I'm also pretty big on class identity. I wouldn't mind if we got what we got in MEA, but at least one more ability slot and more care to stick in one spec at a time, as well as more of a sense of investment when we're getting new abilities. Switching 'Favorites' in MEA didn't really work, so either remove it (and any intended gameplay design for it), or fix it to properly demand fluid switching. I'd prefer the former though, because again, class identity. I just also like having everything unlocked, even if eventually in NG+s. More squad stuff including customized and upgraded ways to control the squad. Improve the AI dammit. Like so much of a theoretical MEA2/ME4/ME5/whatever, I'd really not mind at all if there was a general MEA basis, this new generation of ME games - I didn't hate it - but it really needs to look back and really remember what we loved in the trilogy and keep that in. ME3 did that in some great ways (when people were pissed off after ME2 cut everything down instead of polished). Be the ME3, in this regard. There's a fantasy ME game of mine where we play as some avatar-like entity/person who can 'be' anyone/thing and so we still have 'profiles'/personas as we steathily cross over a galaxy (there'd still be humans around due to some upgraded transportation option, but more aliens than humans except in particular places, and we can change our image to seem alien), and we get recognized and treated and fought differently depending on our profile/class. In this one game, we'd lack very concrete identity (Shepard, leaning Soldier; Ryder, Pathfinder that is a 'little of everything' but maybe a boost to Tech imo), sure, but there could be a cool roleplay in how our chosen profile/class at a particular time, intersects with our situation - both roleplay and combat. Basically, I'd like to be 'no one' (GoT haha). When a protag is no one, they can appear to be anyone, and those anyones have clear definition But yeah if we're just Ryder again, just refine the existing model, and bring back Warp goddamn it. Like so much of MEA, there's a wisp of a fantastic dream of a ME game, and its okay to follow up on that in a much better way. I'd accept continuing being the jack of all trades here, with this protag and game arc or whatever, but there was rather too much of a bland class feeling in MEA that didn't need to happen. So personally, I'd say develop Profiles more and make them more interesting. Sure that goes against the DadRyder 'SAM, switch to X Profile!' switching emphasis, but sure keep switching in, but develop the combat scenarios much better to soft-force us to consider switching up. Frankly SP combat in MEA was relatively bland in terms of scenarios and enemies (not in terms of actions and movement; that made the overall improvement!), so work on that!
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Post by NRieh on Aug 25, 2017 22:51:20 GMT
Yeah, well...The 3-button combat had killed the entire concept. As a biotech, I actually had MUCH less gameplay freedom than any sentinel or tech from MET. My TechShep could freeze, burn, overload, hack stuff and use turret\drone. She was a smart orphan girl from the Earth with a shady past followed by some good military training. Kaidan Alenko, an L2 LT, used to lift, use his barrier, do stasis and throw + some tech and first aid. My Ryder, taught by an N7 and equipped with a Super Advanced AI could possibly overload, incinerate and pull. Great. (And before someone had started to blame gamepads and\or consoles - DAI had up to 8 hotkeyed skills at a time. On a gamepad. The shitty design is..well, shitty.)
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Post by SwobyJ on Aug 25, 2017 22:58:47 GMT
Yeah, well...The 3-button combat had killed the entire concept. As a biotech, I actually had MUCH less gameplay freedom than any sentinel or tech from MET. My TechShep could freeze, burn, overload, hack stuff and use turret\drone. She was a smart orphan girl from the Earth with a shady past followed by some good military training. Kaidan Alenko, an L2 LT, used to lift, use his barrier, do stasis and throw + some tech and first aid. My Ryder, taught by an N7 and equipped with a Super Advanced AI could possibly overload, incinerate and pull. Great. (And before someone had started to blame gamepads and\or consoles - DAI had up to 8 hotkeyed skills at a time. On a gamepad. The shitty design is..well, shitty.) Bingo. You can be everything! Except you can't, and its spread out clumsily over a 4-Favorites thing. Ew. More ability slots, less emphasis on switching specs all the time (since that clearly didn't work), but more specialized (AKA POLISHED GAME) situations where we may consider it good, especially on harder difficulties/challenge mode NG+, to switch to a radically different spec temporarily. I feel Bioware wanted us to zip around like DadRyder switching spec constantly, but even with just 3 abilities at a time we didn't see enough reason to. Well, take the general pressure off (and this includes having at least 4-5 abilities at a time), but include encounters that jar us and make us think of experimenting after a game over.
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Post by SwobyJ on Aug 25, 2017 23:05:26 GMT
This depends on who the next protag is.If it's Ryder then obvs stick with MEA's systam. It (mostly) makes sense in the context of SAM, with the possible exception of the biotics-if the twins were biotic surely Ellen Ryder would have noticed what with her work on biotic implants? Her exposure to eezo could have made the twins biotic, as well as made her ill, but it's not in their history. (Little plot hole. I can look past it.)If another protag altogether? I like the freedom to pick and choose skills, a lot. But for biotics powers it needs to be a yes/no thing. if you pick "yes I'm a biotic god" then perhaps some changes to the other skills like maybe your combat/tech skills are augmented by your biotic power in some way, while a non-biotic combat/tech skill are enhanced in a different way. Does that make sense? Like your skill tree has a different set of options if you're biotic or not. So same if it's Ruder, same but with changes if it's not. Well if we're going there, and Bioware still insists on human-only protagonist, I'd love a choice of: muscular human, medium build biotic human (though with barrier to add size in combat), lightly build transhuman..human (though with armor and such to add size in combat). Our choice of origin determines where everything else leans. This can mean special specs like a biotic infiltrator (tech/combat).. aka closer to Thaneeeeee!!!! (the idea of him at least) A dream, though. I know, I know. Animations.
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Post by SwobyJ on Aug 25, 2017 23:08:12 GMT
Keep amdromeda's system, just change the 3 skill limit thing, or allow us to change between profiles more smoothly. In the end I'd take this. As whatever a future game (especially a MEA2) needs, it most needs a sense of refinement and care. No need to super rock the boat with everything revolutionary. Just make a damn good game with what you got.
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Post by LogicGunn on Aug 25, 2017 23:08:31 GMT
This depends on who the next protag is.If it's Ryder then obvs stick with MEA's systam. It (mostly) makes sense in the context of SAM, with the possible exception of the biotics-if the twins were biotic surely Ellen Ryder would have noticed what with her work on biotic implants? Her exposure to eezo could have made the twins biotic, as well as made her ill, but it's not in their history. (Little plot hole. I can look past it.)If another protag altogether? I like the freedom to pick and choose skills, a lot. But for biotics powers it needs to be a yes/no thing. if you pick "yes I'm a biotic god" then perhaps some changes to the other skills like maybe your combat/tech skills are augmented by your biotic power in some way, while a non-biotic combat/tech skill are enhanced in a different way. Does that make sense? Like your skill tree has a different set of options if you're biotic or not. So same if it's Ruder, same but with changes if it's not. Well if we're going there, and Bioware still insists on human-only protagonist, I'd love a choice of: muscular human, medium build biotic human (though with barrier to add size in combat), lightly build transhuman..human (though with armor and such to add size in combat). Our choice of origin determines where everything else leans. This can mean special specs like a biotic infiltrator (tech/combat).. aka closer to Thaneeeeee!!!! (the idea of him at least) A dream, though. I know, I know. Animations. I'm all for more CC options.
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Post by NRieh on Aug 25, 2017 23:08:45 GMT
I say - give me my freedom of gameplay back. Even if it never hits the 'Dishonored1\2' mark of The Freedom of Gameplay. Allow me to be a spec-ed tech, a full-scale biotic, a stealthy infiltrator or a 'bang-bang' soldier (yes, the bad pun intended). Something in-between, a jack-of-all-trades? It would work too because some people like it this way, why not.
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Post by Deleted on Aug 25, 2017 23:26:58 GMT
On paper this was a good idea ( since classes didn't matter in OT), but it didn't play out as well as it could.
For this system:
- Game has to have a wide variety of opponents with different strengths/weaknesses, requiring player to constantly change his power combos/tactics
- Powers/Abilities need to "synergize" more than it was implemented, so even altering one in your setup changes your approach
- Balancing should be far better
Overall, current system has more potential, but implementation was too "easy" on the player and instead it crippled it.
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Post by tatann on Aug 26, 2017 0:06:17 GMT
Being able to pick his powers is great: if I want to play a tech/soldier, I don't want to be forced with Tactical Cloak everytime like they did in ME3. But the profile system, and especially the 3 powers limit almost ruined my first playthrough. I hoped it can be fixed (by a mod obviously) before my next playthrough.
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Post by KaiserShep on Aug 26, 2017 2:13:29 GMT
I said this in another thread yesterday: ----- I'd actually retain classes but create some flexibility within the class you choose. As Ryder, I really don't like that you can simply choose any power you want (even tho I can simply choose to ignore particular powers) because it makes the character's background/specialisation redundant and removes an aspect of the actual role playing. I know they used SAM to explain Ryder's broad ability set but the last thing this series needed was more space magic. So I'm a biotic god who also just happens to be a combat expert with the ability to cloak? Umm... ok then. When you really think about it, things like cloaking ability and such are only limited strictly for gameplay reasons though. There's nothing space magic-y about a biotic character also possessing the ability to cloak, sabotage and so forth. That's all just a matter of balancing.
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Post by Guts on Aug 26, 2017 3:31:01 GMT
I think it should start out by giving us a starting profile, like what we had in the OT, but like Andromeda we can change our profile. The difference is that to change our profile it'd have to cost us either a lot of credits or a special item, and we have a limited amount of times we can change our profile per playthrough and it gets more expensive each time we use it (Though in a NG or NG+, the cost would reset). Dark Souls 3 did this and I found it to be a VERY welcome feature.
EDIT: Also like Andromeda, you have access to any power you choose, but the amount of skill points is limited and there is a level cap. (Meaning you have to play a role more)
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Post by ProbeAway on Aug 26, 2017 3:43:35 GMT
I said this in another thread yesterday: ----- I'd actually retain classes but create some flexibility within the class you choose. As Ryder, I really don't like that you can simply choose any power you want (even tho I can simply choose to ignore particular powers) because it makes the character's background/specialisation redundant and removes an aspect of the actual role playing. I know they used SAM to explain Ryder's broad ability set but the last thing this series needed was more space magic. So I'm a biotic god who also just happens to be a combat expert with the ability to cloak? Umm... ok then. When you really think about it, things like cloaking ability and such are only limited strictly for gameplay reasons though. There's nothing space magic-y about a biotic character also possessing the ability to cloak, sabotage and so forth. That's all just a matter of balancing. It's not so much the skills themselves, it's more that your specialisation and training mean nothing. I started off choosing the tech background but ended up using backlash and lance for large chunks of the game. Da da da da daaaaaa... and Ryder becomes a biotic. Not to mention that I suddenly became a master of assault rifles with elite combat fitness. I realise that I could have limited myself to tech skills with a bit of self-discipline but knowing that the powers are there and available to me (via SAM and his space magic) effectively makes a Ryder a master of anything. That's great if you look at MEA as a shooter with a handful of powers but it's not ideal from a role playing perspective. There's no tradeoff, except for the horrible three power limit. As RoboticWater said, it also means that those class powers need to be balanced with everything else instead of being in a league of their own and central to your build (although in the case of cloak and charge, they probably still are).
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Post by alanc9 on Aug 26, 2017 4:11:50 GMT
When you really think about it, things like cloaking ability and such are only limited strictly for gameplay reasons though. There's nothing space magic-y about a biotic character also possessing the ability to cloak, sabotage and so forth. That's all just a matter of balancing. It's not so much the skills themselves, it's more that your specialisation and training mean nothing. I started off choosing the tech background but ended up using backlash and lance for large chunks of the game. Da da da da daaaaaa... and Ryder becomes a biotic. Not to mention that I suddenly became a master of assault rifles with elite combat fitness. I realise that I could have limited myself to tech skills with a bit of self-discipline but knowing that the powers are there and available to me (via SAM and his space magic) effectively makes a Ryder a master of anything. That's great if you look at MEA as a shooter with a handful of powers but it's not ideal from a role playing perspective. There's no tradeoff, except for the horrible three power limit. I still don't see why you being unable to keep yourself from wrecking your own experience is a reason to limit other players' approaches. There are plenty of reasons why classless is a troublesome way to build an RPG, but I don't see how this is one.
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Post by alanc9 on Aug 26, 2017 4:14:33 GMT
Yeah, well...The 3-button combat had killed the entire concept. As a biotech, I actually had MUCH less gameplay freedom than any sentinel or tech from MET. My TechShep could freeze, burn, overload, hack stuff and use turret\drone. She was a smart orphan girl from the Earth with a shady past followed by some good military training. Kaidan Alenko, an L2 LT, used to lift, use his barrier, do stasis and throw + some tech and first aid. My Ryder, taught by an N7 and equipped with a Super Advanced AI could possibly overload, incinerate and pull. Great. (And before someone had started to blame gamepads and\or consoles - DAI had up to 8 hotkeyed skills at a time. On a gamepad. The shitty design is..well, shitty.) I don't understand. Your Ryder couldn't switch favorites?
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Post by RoboticWater on Aug 26, 2017 5:01:50 GMT
It's not so much the skills themselves, it's more that your specialisation and training mean nothing. I started off choosing the tech background but ended up using backlash and lance for large chunks of the game. Da da da da daaaaaa... and Ryder becomes a biotic. Not to mention that I suddenly became a master of assault rifles with elite combat fitness. I realise that I could have limited myself to tech skills with a bit of self-discipline but knowing that the powers are there and available to me (via SAM and his space magic) effectively makes a Ryder a master of anything. That's great if you look at MEA as a shooter with a handful of powers but it's not ideal from a role playing perspective. There's no tradeoff, except for the horrible three power limit. I still don't see why you being unable to keep yourself from wrecking your own experience is a reason to limit other players' approaches. There are plenty of reasons why classless is a troublesome way to build an RPG, but I don't see how this is one. Two bits here: It isn't about wrecking the experience, it's about worsening the experience. That seems semantic, but it's quite a large difference. Of course it would be stupid if you kept using a power that ruined the game, but what about a power that just made your experience sub-optimal? If you can even notice that your choice would result in a worse experience, humans are still bad at differentiating between long term and abstract benefits from short term and concrete ones. For a lot of people, it's difficult to choose between maintaining immersion and getting that damage boost. And even if could avoid using it, the fact that you can even do it still harms the game's immersion as much as it always did. Second, and more generally, games are as much about what you can't do as what you can. More choice isn't always the answer. This should be intuitive: Basketball isn't Basketball simply because there's a ball you can mess with, it's Basketball because you also have to dribble when you move and stay within the court and you can't foul, etc. This goes doubly so for videogames where the very reality of the setting needs to be solidified by the mechanics. That's why you don't have infinite health in Mass Effect: it would eliminate both the challenge and the reward of combat as well as totally ruin the veracity of the universe.
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Post by alanc9 on Aug 26, 2017 5:23:12 GMT
It isn't about wrecking the experience, it's about worsening the experience. That seems semantic, but it's quite a large difference. Of course it would be stupid if you kept using a power that ruined the game, but what about a power that just made your experience sub-optimal? If you can even notice that your choice would result in a worse experience, humans are still bad at differentiating between long term and abstract benefits from short term and concrete ones. For a lot of people, it's difficult to choose between maintaining immersion and getting that damage boost. And even if could avoid using it, the fact that you can even do it still harms the game's immersion as much as it always did. True, but if someone's already at the point of designing alternate gameplay systems, he can't very well plead ignorance about how his gameplay style is working for him; he already knows it didn't work. But not wanting to see the next batch of players led into the trap is a valid concern. I don't see how immersion can be an issue except in the bright-line case of a non-biotic Ryder suddenly developing biotic abilities. Except for that aspect, abilities are products of training and equipment, not immutable facts. Classes aren't real. Sure. I don't really like classless myself. I'm just pointing out that the particular argument won't fly.
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Post by dmc1001 on Aug 26, 2017 6:07:41 GMT
Class system and background options to allow for greater level of role play.
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Post by Deleted on Aug 26, 2017 7:10:03 GMT
While it may be fun, the problem with the classless system is it reduces replay-ability, makes choosing squad mates for their abilities pointless and it totally lore breaking. So no, return to the fixed class system. On the flip side, all I ever did was pick the soldier or vanguard for the sake of convenience. Did not bother with the other classes because they felt like a slog for me.
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Post by ProbeAway on Aug 26, 2017 7:44:40 GMT
It's not so much the skills themselves, it's more that your specialisation and training mean nothing. I started off choosing the tech background but ended up using backlash and lance for large chunks of the game. Da da da da daaaaaa... and Ryder becomes a biotic. Not to mention that I suddenly became a master of assault rifles with elite combat fitness. I realise that I could have limited myself to tech skills with a bit of self-discipline but knowing that the powers are there and available to me (via SAM and his space magic) effectively makes a Ryder a master of anything. That's great if you look at MEA as a shooter with a handful of powers but it's not ideal from a role playing perspective. There's no tradeoff, except for the horrible three power limit. I still don't see why you being unable to keep yourself from wrecking your own experience is a reason to limit other players' approaches. There are plenty of reasons why classless is a troublesome way to build an RPG, but I don't see how this is one. Kinda feels like you didn't read my whole post. I acknowledged that I can choose to limit myself, but the game is designed (and balanced) not to do that. Like I said, this open slather approach takes away a key concept of role playing by not forcing a player to make a binding choice, and that is absolutely one of the problems with a classless RPG. Ryder simply has no weaknesses unless the player arbitrarily imposes them. I can accept that other people prefer this freedom and the ability to switch things up in one play through. I guess it's just one more nod to the action/shooter crowd and one step further away from the RPG side of things.
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Post by thelonelypoet on Aug 26, 2017 11:02:07 GMT
The old class system worked for me but we can mix it up a little and learn some things from the ME:A. For example, if the main protagonist can learn a new class when the game progress.
BUT BRING BACK SQUAD POWER CONTROL. It is a must. Let me help equip them. It adds the rpg. I usually buy better guns as a gift to my loyal members. And I even liked Jacob because he saved me early on in ME2 because he lifted a krogan who rushed toward me who had zero shields. In MEA I just simply bossed everyone. I had no idea where my squad was and what they were doing.
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Post by steppenwolf on Aug 26, 2017 13:03:56 GMT
I think the open class approach in MEA is the best one, but I think it was implemented poorly. Limiting you to 3 powers at a time and initiating cool downs when you switch to different power sets makes it feel like you're not supposed to be using powers. I think you should have a minimum of 6 mapped powers at a time, each with individual cooldown periods, and access to the rest of your powers via the power wheel. Keyboards and Xbox Pro controllers have all those extra buttons. Let us use them, goddammit.
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KrrKs
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
Origin: KrrKs
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Post by KrrKs on Aug 26, 2017 13:06:21 GMT
I like the classless version better than a fixed class with fixed Abilities one.
But more active powers at once would be better than having only 3. Also, a larger power selection to choose from would be nice. Currently there are 9 active biotic and tech powers, and 6 active combat powers available in total. A couple more wouldn't hurt.
Maybe the favourite system could be changed to adapt to different play-styles better. Something along the lines of: "The more often a player switches favourites, the faster the after-switch cooldown becomes" and "the longer a favourite is uninterruptedly active, the stronger a power bonus it receives" That would encourage to either switch around constantly -adapting to the situation, or stick to the selected powers and mimic a more traditional system.
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Post by biggydx on Aug 26, 2017 14:05:43 GMT
With as praised as the combat was in MEA, I'm kinda surprised with the results actually. I knew some fans wanted the game to have the old class system, but I had no idea it was the majority (at least on these boards). This is pretty insightful.
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Post by alanc9 on Aug 26, 2017 14:48:04 GMT
You guys mean favorites, right? I mean profile loadouts. Why, what do you think I mean? Well, the interface does call them "favorites." I suppose it's a better term than profile loadouts, since the profile is just another thing in the favorite selection. Anyone else find the selection procedure a bit counterintuitive? Something about the interface design always has me looking in the wrong place.
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