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Post by alanc9 on Aug 26, 2017 14:58:01 GMT
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. I read it. I just didn't understand it. I'm not sure we agree on how balance works. My impression is that ME:A's balance favors restricted builds rather than generalist builds, at least until the late game when you start maxing out abilities. This is fairly typical for classless RPGs, where you're better off throwing every point into your primary abilities. (Unless there are other countervailing factors; see, for instance, Morrowind, where you want to throw tons of points into useless abilities for the cheap stat raises.) Having everything available at once would produce incentives like ME1's, where it's silly to build around anything but unlocking abilities. OTOH, if a hypothetical alternate ME:A had a single universal cooldown like ME2, you'd end up with the same incentives the game has now. Maybe even worse; I'd probably start an Adept by throwing all points into Singularity for the first ten levels or so.
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Post by ProbeAway on Aug 26, 2017 22:34:33 GMT
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. I read it. I just didn't understand it. I'm not sure we agree on how balance works. My impression is that ME:A's balance favors restricted builds rather than generalist builds, at least until the late game when you start maxing out abilities. This is fairly typical for classless RPGs, where you're better off throwing every point into your primary abilities. (Unless there are other countervailing factors; see, for instance, Morrowind, where you want to throw tons of points into useless abilities for the cheap stat raises.) Having everything available at once would produce incentives like ME1's, where it's silly to build around anything but unlocking abilities. OTOH, if a hypothetical alternate ME:A had a single universal cooldown like ME2, you'd end up with the same incentives the game has now. Maybe even worse; I'd probably start an Adept by throwing all points into Singularity for the first ten levels or so. My reference to balance was about how powers are balanced against one another. There was no need to do that in the OT because of the class restrictions, so you could have one or two powerful ones supported by a few lesser ones. As for restricted builds vs generalist builds, there are very few initial limits or benefits conferred by your choice of background, and these are quickly overcome once you gain a few levels. Yes, putting more points into one tree boosts the effects of that tree's powers, but there are ways to compensate for this through levelling and gear. There's no real role playing in this aspect of the game except what you effectively impose on yourself. By not being bound by your choices regarding your character selection and progression (and therefore not being forced to make anything more than token compromises), a core element of role playing is effectively removed. ME1 and ME2 had their own progression issues but you were always bound by the type of character you chose to play. Ryder becomes anything you want him/her to be because of SAM's space magic, and that's not role playing IMO. It's just an action game with some cool powers to choose from. Some people like that, which is fine, but I like having to make sacrifices and plan out builds and tactics for me and my team.
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Post by guanxi on Aug 26, 2017 22:35:00 GMT
The MEA class profile and favorite(s) system was a rough diamond, one of the genuine innovations which worked and showed a lot of promise but having read a lot of user and critical reviews it was clearly very confusing and overwhelming to newcomers who were (if general impressions are to be believed) left to sink or swim without structure and with very little guidance or hand holding. The present system is only appropriate for expert users who are intimately familiar with the powers and mechanics enough to make informed choices about class design imo.
To combat this I would first prompt the user to specify their experience level with Mass Effect and RPGs at the start and tailor the GUI interface and level of customization options available between beginner, intermediate and expert mode. For expert users only I would recommend an additional 7th fully customizable Pathfinder class and interface with zero class restrictions functionally identical to MEA skills profile system.
For non expert users I would attempt to replicate the simplicity and ease-of-use of ME3MP's class levelling/interface design by firstly recommending users select from one of the 6 traditional classes from a list of descriptions (at the beginning of the game) and the interface and levelling mechanics would be nearly functionally identical to how ME3MP worked.
For the traditional classes (adapting the ME3MP model) I would provide a set of (familiar) subclasses (combat training templates) which replace favorites (up to 4 at once) which you unlock as you rank up and can toggle in-game using d-pad (and switch out in-menu) freely without incurring cool down penalty. Exactly like multiplayer, in-menu the skill points available at each rank can be assigned to each of the different combat training templates however (intermediate) users see fit. For beginners, I'd recommend auto levelling would be enabled by default and I might possibly suggest hiding the skill customisation menu entirely.
Each of the different subclasses (templates) would have different passive combat and fitness trees like ME3MP emphasising different things, e.g. slasher adept combat training profile developed by Batarians would have bonuses to shotgun and melee. What's more these templates would be based on multiplayer characters so would serve as training for multiplayer and Pathfinder (Expert) mode. Rank 6 would be equivalent to level 20/XX in multiplayer and would unlock enough skill points to max 5/6 powers for subclasses, e.g. 66653.
For example, in the case of the Adept class:
Rank 1 combat training profiles unlocked: Human Alliance (Singularity, Warp, Shockwave)
Rank 2 profiles: Cerberus Adept training (Singularity, Lash, Smash) Asari Commando training (Stasis, Warp, Throw)
Rank 3 profiles: Asari Justicar training (Biotic Sphere, Reave, Pull) Batarian Slasher training (Lash, Warp, Cluster Grenades) Drell Adept training (Pull, Reave, Cluster Grenades)
Rank 4 profiles: N7 Fury training (Annihilation, Dark Channel, Throw) Krogan Gladiator training (Annihilation, Pull, Biotic Hammer) Asari Huntress training (Tactical Cloak, Dark Channel, Lance) *bonuses for sniping
Rank 5 profiles unlocked: Asari Matriarch training (Annihilation, Biotic Flare, Lance) Human Kineticist training (Pull, Throw, Lance) *ascension (cool-down free) Prothean combat profile (Dark Sphere, Dark Channel, Biotic Orbs)
Rank 6 profiles: Custom biotic class profiles unlocked
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Post by Element Zero on Aug 27, 2017 15:35:21 GMT
I've cast the single "Unsure" vote. I really enjoyed the classless system. Several other gamers and I were discussing such a system last summer, thinking it was the best possible, pie-in-the-sky, option. @biotiberius (Ian Frazier), was lurking and got a smile out of it, despite not being able to share any info that time.
If we continue the story of Ryder, then the classless system is a no-brainer. Mechanically, I'd even prefer it for any future protagonist. That said, such an approach would need to make sense in the context of the game's plot.
I don't need class restrictions to entice me to replay the game. There are still many "character builds" I've not yet tried, and am eager to try, after 5 completionist PTs. On the flip-side, I suspect I'd find the old class and power restrictions frustrating, after experiencing the freedom of MEA's approach. If we do return to a class-based system, the power selection must be greatly expanded. It should even allow some cross-class selections, or a bit of "multiclassing", to use a PnP RPG term.
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Post by Element Zero on Aug 27, 2017 15:42:39 GMT
The main thing I would change is to decrease the max level so we can't just master everything if we do enough playthroughs. Why? If someone wants to to carry a character into a third PT, in order to create an omnipotent PC, what's the issue? Nothing forces you to do so with your character. I typically achieve Level 77 in a single PT. A NG+ brings that up to Level 120. Carrying that into a NG++ maxed my skills very early in the game, which I tried just to say I had, more or less. It's not even the maxing of all skills that destroys any semblance of challenge. It's the maxing of all passive skills that does so. Once those passives are all fully evolved, your PC becomes nearly invincible. If someone enjoys that, I see no reason why he or she shouldn't be able to reap the rewards of their dedication to a single PC. I generally enjoy an occasional NG+, mostly for access to good crafting and a non-crappy Nomad. I also enjoy the freshness of starting from Level 1. I feel that all of these options should be included.
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Post by Deleted on Aug 27, 2017 15:53:11 GMT
I actually hope they ditch completely the pick and choose system and return to the class system to encourage multiple playthrough with different styles. I also would like the return to the direct control of the companions powers.
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Post by alanc9 on Aug 27, 2017 15:54:47 GMT
My reference to balance was about how powers are balanced against one another. There was no need to do that in the OT because of the class restrictions, so you could have one or two powerful ones supported by a few lesser ones. As for restricted builds vs generalist builds, there are very few initial limits or benefits conferred by your choice of background, and these are quickly overcome once you gain a few levels. Yes, putting more points into one tree boosts the effects of that tree's powers, but there are ways to compensate for this through levelling and gear. There's no real role playing in this aspect of the game except what you effectively impose on yourself. By not being bound by your choices regarding your character selection and progression (and therefore not being forced to make anything more than token compromises), a core element of role playing is effectively removed. ME1 and ME2 had their own progression issues but you were always bound by the type of character you chose to play. Ryder becomes anything you want him/her to be because of SAM's space magic, and that's not role playing IMO. It's just an action game with some cool powers to choose from. Some people like that, which is fine, but I like having to make sacrifices and plan out builds and tactics for me and my team. OK, this is clearer. I still don't see any real value in having a background or class determine anything. If I want such constraints, I can impose them on myself. If I don't, then I don't. (I would probably see RP value in such constraints if the levelling system bore some resemblance to the game-world's reality, but it's already abstracted and incoherent.) This is probably a taste thing which can't be productively discussed. But power balance is a real issue - it's where classless games typically fail. I'm not even sure it's soluble at any realistic number of skill system iterations; even after you've balanced the powers against each other individually, power synergies can blow up game balance anyway.
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Post by alanc9 on Aug 27, 2017 15:56:33 GMT
I actually hope they ditch completely the pick and choose system and return to the class system to encourage multiple playthrough with different styles. I suppose this is the substance of the issue. You've played multiple times. Did you always take the same skills? If so, why? Did doing that work for you?
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Post by biggydx on Aug 27, 2017 16:23:32 GMT
I've always felt that, what should promote replayability in the next ME game, should be the variety of story choices and consequences that can take place. Not necessarily the need to want to choose a new class. While I did enjoy playing other classes, I think it being the ONLY reason to do multiple playthroughs doesn't speak well of the story. I can see why people do appreciate such a system though.
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Post by ShadowAngel on Aug 27, 2017 16:30:01 GMT
I've always felt that, what should promote replayability in the next ME game, should be the variety of story choices and consequences that can take place. Not necessarily the need to want to choose a new class. While I did enjoy playing other classes, I think IT being the only reason to do multiple playthroughs doesn't speak well of the story. I can see why people do appreciate such a system though. Choices and consequences would be nice, but can bioware do it without it falling back into them? There's a reason Andromeda lacked in this department after ME3.
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Post by Deleted on Aug 27, 2017 16:41:17 GMT
I actually hope they ditch completely the pick and choose system and return to the class system to encourage multiple playthrough with different styles. I suppose this is the substance of the issue. You've played multiple times. Did you always take the same skills? If so, why? Did doing that work for you? Basically yes there were some skills that I used more and others I used less so the flexible system kind of make me turn towards the same skills and therefore streamlining my experience each and every time whereas with the old class system I choose a class at the beginning and was forced to play with till the end so I had to experiment with even at the cost of being less combat effective. I created different Shepards with different classes and different personalities so in a way it kind of felt I played a different protagonist every way with Ryder this really didn't happen. You could tell rightly that I could have forced myself to play in a class but I simply can't do it if I know that I can pick a trustworthy and tested combination of powers that makes me effective even if that makes the combat less fresh. I would like also to add how removing Renegade and Paragons meter kind of took away the replayability for me. In the old games you basically had two different paths you should try that significantly modified your interactions with the world around you. So I always felt compelled to play a Renegade playthrough then a Paragon and finally a mixture of the two. Now it kind of feels like the things disappeared making the experience probably more organic but surely (for me) less enticing in having and roleplaying multiple different characters. I originally was in favor of removing the strictness of the classes and the Renegade/Paragon system but I realized that they actually improved the replayability for me because I could experirence the game from a totally different perspective using powers and dialogue lines that I couldn't in the previous playthrough so I had the possibility to roleplay different characters during multiple games. If every class and dialogue is available immediately then you remove in my view part of the incentive to replay it again.
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Post by Furisco on Aug 27, 2017 18:48:50 GMT
The sad thing about this whole mess is that when the next Mass Effect comes out they won't even use the good ideas that Andromeda had involving gameplay.
It's like Resident Evil 6, great gameplay mechanics but they scrapped everything on future games because everyone took a dump on the game.
I want a refined Andromeda gameplay on the next Mass Effect, but give me the pause menu from the trilogy and let me use at least 6 skills without cooldowns.
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Post by Deleted on Aug 27, 2017 20:12:28 GMT
The sad thing about this whole mess is that when the next Mass Effect comes out they won't even use the good ideas that Andromeda had involving gameplay. It's like Resident Evil 6, great gameplay mechanics but they scrapped everything on future games because everyone took a dump on the game. I want a refined Andromeda gameplay on the next Mass Effect, but give me the pause menu from the trilogy and let me use at least 6 skills without cooldowns. Ha, ha, ha, ha, RE6 having good gameplay mechanics? Compared to Gears of War, the combat was clunky as all hell, and the "skill" items was half-assed at its finest.
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Post by kotoreffect3 on Aug 27, 2017 20:51:56 GMT
I preferred the old class system the trilogy had. It gave Shepard a sense of identity that I really liked. Also it implemented the squad into combat situations. If I am playing as an adept I am going to need to bring squadmates with tech powers along with me if I am taking on geth or any other factions with heavily shielded enemies. It forced me to think tactically. Also I liked having one really fleshed out class as opposed to having multiple profiles which were basically a collection of gimped classes.
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Post by ProbeAway on Aug 27, 2017 21:00:58 GMT
My reference to balance was about how powers are balanced against one another. There was no need to do that in the OT because of the class restrictions, so you could have one or two powerful ones supported by a few lesser ones. As for restricted builds vs generalist builds, there are very few initial limits or benefits conferred by your choice of background, and these are quickly overcome once you gain a few levels. Yes, putting more points into one tree boosts the effects of that tree's powers, but there are ways to compensate for this through levelling and gear. There's no real role playing in this aspect of the game except what you effectively impose on yourself. By not being bound by your choices regarding your character selection and progression (and therefore not being forced to make anything more than token compromises), a core element of role playing is effectively removed. ME1 and ME2 had their own progression issues but you were always bound by the type of character you chose to play. Ryder becomes anything you want him/her to be because of SAM's space magic, and that's not role playing IMO. It's just an action game with some cool powers to choose from. Some people like that, which is fine, but I like having to make sacrifices and plan out builds and tactics for me and my team. OK, this is clearer. I still don't see any real value in having a background or class determine anything. If I want such constraints, I can impose them on myself. If I don't, then I don't. (I would probably see RP value in such constraints if the levelling system bore some resemblance to the game-world's reality, but it's already abstracted and incoherent.) This is probably a taste thing which can't be productively discussed. But power balance is a real issue - it's where classless games typically fail. I'm not even sure it's soluble at any realistic number of skill system iterations; even after you've balanced the powers against each other individually, power synergies can blow up game balance anyway. True. For all of its other issues, I like Kingdoms of Amalur as an example of how specialising in a particular tree in a classless RPG can reward you. You have freedom to distribute your points between the usual warrior, mage and rogue classes but you can't reach the higher level abilities in a tree until you have invested a lot of points into that tree. I found it to be a good balance between freedom and having to commit to a certain path.
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Post by Furisco on Aug 27, 2017 22:23:31 GMT
The sad thing about this whole mess is that when the next Mass Effect comes out they won't even use the good ideas that Andromeda had involving gameplay. It's like Resident Evil 6, great gameplay mechanics but they scrapped everything on future games because everyone took a dump on the game. I want a refined Andromeda gameplay on the next Mass Effect, but give me the pause menu from the trilogy and let me use at least 6 skills without cooldowns. Ha, ha, ha, ha, RE6 having good gameplay mechanics? Compared to Gears of War, the combat was clunky as all hell, and the "skill" items was half-assed at its finest. Jesus christ
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Post by sageoflife on Aug 27, 2017 23:01:08 GMT
One idea I saw floated around before Andromeda was released was a variable class system. Basically, the original six classes would have two unique moves that the other classes wouldn't have access to, plus their two passives. Then they would have four variable moves that are subject to the player's choice, according to which categories the class gave access to.
For example, a Vanguard would have two variable biotic powers, plus two variable combat powers, so different players could have very different builds. Compare:
Charge Nova Annihilation Throw Trip Mine Barricade Assault Mastery Fitness
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Charge Nova Shockwave Pull Flak Cannon Concussive Shot Assault Mastery Fitness
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Post by KaiserShep on Aug 28, 2017 4:20:48 GMT
I'm fine with classless, though in-universe, it really comes down to biotic and non-biotic. That's really the only class division that truly exists within the game world. Conceivably, any shmuck and his grandma can wield tools to drain energy, overload shields or cloak, so I see no reason why I couldn't have my biotic character do the same.
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Post by malaficus on Aug 28, 2017 5:37:34 GMT
This is a pet peeve of mine.
Classes are outdated concepts used to limet the players.
A good game doesnt limet you. A good game allows you to make builds how you want.
Specialization is for insects.
Tho the 3 ability limet need to go. I want to be able to use all my ability.
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Post by Pounce de León on Aug 28, 2017 11:48:49 GMT
I loved what MEA did. The NG+ is awesome in this system, no need to re-level, and re-pick all the silly low-level gear, just add new ability you want to use, and you are good to go! Loved it! I don't like any sort of lock outs in the games on skills. Unless you try NG+ on insanity - then the scaling of enemy HP becomes rather a chore than anything fun.
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Post by Deleted on Aug 28, 2017 21:50:32 GMT
Ha, ha, ha, ha, RE6 having good gameplay mechanics? Compared to Gears of War, the combat was clunky as all hell, and the "skill" items was half-assed at its finest. Jesus christ I beat the damn game, so I know WTF I'm talking about.
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Post by Fen'Harel Faceman on Aug 29, 2017 5:33:43 GMT
It depends on whether or not they bring back SAM and the physiological relationship with the protagonist. In my humble opinion if they do, then they should keep the same system. If not, then I'd go back to the old classes. So, I can't answer the poll.
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Post by malanek on Aug 29, 2017 20:49:48 GMT
I think either one or even something completely different could work. I had my doubts about how balanced the system they implemented for Andromeda would be but they actually did a pretty good job on this.
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Post by Dabrikishaw on Aug 29, 2017 23:28:46 GMT
I didn't mind it for Andromeda, but if there is a next game I'd like a return to proper classes and level caps. Infinite levels aren't Ideal when you run out of upgrades to your weapon levels, and this also means the enemies just become damage sponges.
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Post by Deleted on Aug 30, 2017 4:15:51 GMT
I've always felt that, what should promote replayability in the next ME game, should be the variety of story choices and consequences that can take place. Not necessarily the need to want to choose a new class. While I did enjoy playing other classes, I think it being the ONLY reason to do multiple playthroughs doesn't speak well of the story. I can see why people do appreciate such a system though. For my part, there's much more to it than wanting to try a different build (combat mechanics) or take a different path through the branching narrative (story choices). Due to the way I role-play, different classes feel like different characters to me, irrespective of the particular choices that character makes. Since MEA has moved away from MET's cover-based shooter paradigm and toward a movement-based shooter paradigm, I suppose it ultimately might not make much difference. Please let me explain. In MET, I played an adept who was angry and bitter about the way human biotics had been treated. To demonstrate the real value of these maligned souls, she delighted in taking a central role in controlling the battlefield with mass effect fields, rarely using weapons. My vanguard thought that non-biotics were just jelly, and was bold and brassy in charging the enemy and finishing them off with a shotgun, leaving squadmates to fend for themselves. My soldier would run a complete sweep of the battlefield from cover node to cover node, frequently changing weapons to optimize performance versus the enemies she faced. My engineer was a techno-science geek who primarily deployed pets to absorb risk, while she'd sit back in cover and monitor progress. My sentinel always believed that her best asset was her team, and focused on protecting and supporting their efforts. My infiltrator sometimes preferred to work from range, and was often accompanied by other snipers. These different approaches to combat greatly informs the character, how she thinks, how she plans... these characters all feel very different to me, and it goes far beyond combat skills and behaviors. Also note that limitations imposed by class restrictions provide strategic opportunities in squadmate selection, another expression of character. In a class-free system, squadmate selection becomes irrelevant. I suppose I can (and in fact did) self-restrict to a point, but since the individual squadmate powers were not designed to support a class-restricted Ryder - it didn't work all that well. Also, since the combat became much more action (and less strategic) with this movement-based business, it probably doesn't really matter, anyway. The bottom line for me is that the removal of the class system took away something that I regard as an important role-playing tool.
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