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Mass Effect Trilogy, Mass Effect Andromeda
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Post by traks on Aug 31, 2017 16:58:06 GMT
Well that "backwards thinking" class system combined with control of squadmate powers is what set ME apart from other FPS shooters. Some people really value the ability to play a game that supports and rewards them for strategic, tactical decision-making in combat instead of pure reactive action gaming. If this poll is any indication, quite a few players also prefer that "backwards thinking", because returning to the MET class system is ahead by quite a wide margin. Thing is Pasquale, I have been looking at that Fabrice guys Twitter, this is all flagship stuff they were sure we were going to be excited about and love. If you look at the Youtube and Twitter comments, this is where most of the positivity comes from... I don't see it changing I think if they are planning on continuing to make ME games they are probably of the mind that we fix the story and the animations and were good to go! The idea that many would prefer a more restrictive character build or complex combat mechanic is not something that is going to enter their field of vision. Its like SimCity all over again, faster pace+lower thought requirement=more fun=more players=profit. Agreed.
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guest@proboards.com
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Post by Deleted on Aug 31, 2017 18:34:11 GMT
Well that "backwards thinking" class system combined with control of squadmate powers is what set ME apart from other FPS shooters. Some people really value the ability to play a game that supports and rewards them for strategic, tactical decision-making in combat instead of pure reactive action gaming. If this poll is any indication, quite a few players also prefer that "backwards thinking", because returning to the MET class system is ahead by quite a wide margin. Thing is Pasquale, I have been looking at that Fabrice guys Twitter, this is all flagship stuff they were sure we were going to be excited about and love. If you look at the Youtube and Twitter comments, this is where most of the positivity comes from... I don't see it changing I think if they are planning on continuing to make ME games they are probably of the mind that we fix the story and the animations and were good to go! The idea that many would prefer a more restrictive character build or complex combat mechanic is not something that is going to enter their field of vision. Its like SimCity all over again, faster pace+lower thought requirement=more fun=more players=profit. It's entirely possible they'll continue in that vein. Is Fabrice still working on ME? The thing is, if you look at pure combat (ignoring any issues people might have with SP), it's easy to see that ME3MP was (and still is) much more popular than MEA's MP. I would guess there are more people still playing ME3MP all these years later than are playing MEAMP at this point in time. Granted, MP takes class and squadmate control out of the picture, but there are still other differences they'll need to consider - like the movement away from cover-based shooter and toward a movement-based shooter. Jump jets in lieu of a combat roll and multiple forms of melee. I'm sure some people like those changes, but I also believe that many did not. So - although a lot of people reacted very positively to the combat changes, many did not - and I'd hope they would reassess where they want to go with it. It's my understanding that SimCity has disappointed in some ways, even after the whole launch fiasco. There are a couple of different ways developers can approach setting their product goals: 1. Try to copy whatever is most popular and profitable, and hope to compete in that arena. 2. Do what you do best, differentiate your product from the competition, give consumers something unique in the marketplace. It'll be interesting to see what insights they gain from all of this, and what approach they might take going forward. It will be an entirely different team in charge of any future ME release.
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Apr 17, 2017 16:08:05 GMT
April 2017
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by biggydx on Sept 3, 2017 2:12:30 GMT
I wanna thank everyone again for the input that they've given. Seems to me like most want a variation of the old class system, with a modicum of power/passive choices in what you want the class to have. Maybe I was in my own bubble as to how people were receiving the new system they have. I thought it was pretty good, though I understand that it meant some of the replay factor of the old class system would have to go away. Maybe I could throw out a proposal based off the ideas used in this topic:
- Return to the old system - Let players have up to 6 powers, and two passives - 3 powers are made mandatory for the class, while the other 3 can be chosen among a selection. Cross classes would be able to chose between their two respective skill trees (ie. Combat, Tech, Biotic). - Completing certain milestones in the main game unlocks an additional power slot for you to choose another ability. The limit to this is based off of how many powers are currently available for one particular skill tree. If, for instance, every tree had 10 powers to choose from (3 being mandatory), that means you could get up to 4 more additional power slots. - [Adding my own idea] Completing the main game and starting New Game + unlocks Specialization Ranks for each power. Once a specific power has reached rank 6, the Specialization Rank is unlocked and offers a significant performance boost to the power it belongs to. At the maximum level, only 6 powers can receive a specialization rank.
Just throwing that out there. I'll be curious to see where Bioware goes from here when it comes to player progression. While I find the power evolution trees to be tried and true, it does need a mixup IMO (which is why I proposed the Specialization Ranks).
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Post by cheezyaj on Sept 9, 2017 0:09:31 GMT
This is a really interesting discussion. Initially I was leaning toward MEA's system due to the individual power cooldown system and customization of power combinations but after reading through the entire thread, I can say that I would advocate for a hybrid system.
Ideally the hybrid system would still allow for one to pursue an Explorer build that combines all 3 power types, but grants exclusive passives and powers for those who play true to their initial chosen Training at the beginning of the game.
However, several factors affect which system to adopt, such as global/individual power cooldowns, commanding squadmate abilities, and balancing power and weapon usage (too many power castings minimizes weapon combat, and too much weapon combat makes the game feel like another shooter, so to speak).
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