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Post by Deleted on Sept 13, 2017 15:39:20 GMT
This thread made me bump my 3rd MEA run up in the sequence of games to play. It is less advanced than the 3rd DA2 PT or 2nd DAO pt, but I just wanna do it after I finish Tyranny and that accursed second DA3 PT. but it also bugs me that I'd bump it up out of sequence that I have constructed based on the completeness of PTs. But it works better for switching up the verses and romantic wants. seems I have my own OCDs (groans) so many games, so little time.
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Post by alanc9 on Sept 13, 2017 23:35:02 GMT
Yeah, I usually clear Havarl on the first trip too. I really wish Ryder had portable email. I hate having to go to the ship, cutscene take off, read email, etc. then cutscene landing back to where I just was because I don't have email access on the planet. Yet there are two terminals in the Tempest? Really, SAM? Why can't you download my emails to my onmitool? I just noticed an email from Cora saying that Ryder should talk to her "the next time we're both on the ship." Maybe they were originally planning for email to be available on planets?
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Post by hulluliini on Sept 14, 2017 7:21:45 GMT
No. Some of us have OCD that makes it really hard and stressful. I really would have appreciated a more clear indication of which task and mission is actually important for the story instead of making them all seem vital on the surface. How would scanning and sampling of potential food sources not be a priority when Nexus supplies are running out? If I could immediately see which task leads to something important and what doesn't, I could make an informed choice. There was that side mission leading to the revelation of the kett having profiles of MW species or something and the initial task description sounded completely unimportant! I wouldn't have done that mission if I hadn't been so bent on completing every mission on my first playthrough. And would have missed out on vital information about the kett, which are part of the main story arc. Thank you for creating this thread btw PapaCharlie-etc., great tips on how to go about it! I usually stay away from open world games because of my OCD issue, but how could I not buy and play a Mass Effect game? I never experienced so much stress playing a ME game but at the same time I feel compelled to play because I love the premise, the world, the story lines and everything. I just wish they had made it more linear and restricted like the previous games. My first playthrough of ME:A lasted a bit less than 200 hours -- that included a lot of time marvelling at the scenery and daydreaming and trying to fill in the numerous holes in the story with my own imagination. Now I really wanted to start another playthrough but I'm wondering if I really should spend my few gaming hours on a game I already played and which will last another 200 hours, when I have so many unplayed games I could finish in 5-20 hours... Which brings me to another question I've had for a while: how many ME fans actually wanted an open world ME game? Why did the developers think fans would want that? Did they see a general trend in gaming or was it just a hunch for them? It would be fair enough if they had based their decision on some hard data, like the majority of ME fans playing open world games in addition to ME. But then again, they obviously did not quite know how to design an open world game if you consider the organisation of the mission journal and the pacing. During your first playthrough, it should be way more obvious to the player how to proceed. It shouldn't take multiple playthroughs when you consider that most players only barely complete a game once, let alone the fact that multiple playthroughs - > less money for the developer because they won't buy new games as long as they're playing the same game over and over. Perhaps it's mostly about the rushed schedule during development, but that doesn't change the fact that they truly thought that procedurally generated worlds could work and be genuinely interesting and attractive to players of a trilogy that was very linear and heavily story-driven. That just doesn't click, you know? Hmmm... lumping them into the "additional tasks" section of the journal wasn't good enough. Also, it was very clear that that anything that was not in the Priority Ops section of the journal was optional. Prior to release people were wildly requesting that all side quests seem relevant to the story and all have some sort of effect on either the character or the ending. After release, many began complaining that there were too many "fetch" quests that did not connect to the story at all and that had no impact on the game anywhere. Now, you're saying that they made them all seem to be "vital" to the story; for example, by connecting the little food scan quest on Aya and the plant cultivation quest to the idea that the people on the Nexus were starving and tying in all of Suvi's comments about trying different local foods. It just seems to me that people want to just complain for the sake of complaining here. To me, the sections in the journal made things pretty clear... Priority Ops had to be done to complete the game; Allies & Relationships meant that Ryder's relationship with his/her squad mates or other NPCs would be affected by doing or not doing those quests; Heleus Assignments were optional but were generally more involved than the quests listed under additional tasks. They could be done or not done with no real effect on the outcome of the story, but many did provide interesting little side stories or back stories to events, places or people involved in the main story. Many of the smaller quests did combine to form a larger story... e.g. all the little quests involving Site 2 actually go together very nicely to paint a clearer picture of why that settlement was doomed to fail from the start... but that still doesn't mean that information is vital to the main story. It did not take me multiple playthroughs to decide how to proceed. My first playtrhough was absolutely satisfactory. Rather, I'm replaying this game with the absolute intention of playing it differently each time. That's where the replay value is. I did one that was absolutely 100% complete, followed by one where, for example, I decided that my Ryder wasn't interested in digging up his father's memories. I intentionally never unlocked a single one and was quite happy with the resulting dialogue changes. My first Ryder gave a lot of credit for his success in the end to his dad's ideas; the second one was clearly more independent thinking and came up with those same ideas on his own. The dialogue on Havarl and Veold changes significantly depending on what order you do things in... but everything I've tried has worked into the story OK... not perfect, but OK. Yes, perfect dialogue changes would be nicer and they would be easier with a more linear world structure. Hopefully Bioware will get to that "perfect balance" in the next game. I still don't find ME:A all that bad, though. Why would anyone complain just for the sake of complaining? There is no such thing. There is always a reason for complaining. (Excluding obvious trolls on FB, Twitter, YouTube.) If ME:A had been really polished, it would be much harder for the genuine trolls to come up with something superficial to criticise, like we now have with animations and minor bugs. It's much harder to make memes of plot holes or something deeper like that. People complain a lot because there are a lot of reasons to complain. We are the people throwing money at them. Why should we not complain when we get a less than perfect product? If nobody ever 'complained', we wouldn't be having any real discussions. What is called criticism from seasoned game critics suddenly becomes complaining when it comes from fans who don't have a background and experience in writing well structured articles. It just isn't expressed as eloquently, which doesn't mean it doesn't have any merit to it. I get that it gets tiring to see so much criticism but that's the way it is with this particular game. People care about it so much that they wish it had been more perfect. And personally I enjoy this phase the most, when enough people have played the game a lot and we are starting to get beyond the obvious flaws and theorise how the game could have been better. Pointing out the flaws is not saying the game as a whole sucks. But what I meant about the organisation of quests was that scanning plants seems very important to me from an RP point of view, while it was obviously not important in order to proceed in the game and finish the main story. But there were some missions that seemed really inconsequential in the journal description and turned out to provide very meaningful new information for the main story, at least in my opinion, as someone who wants to know as much as possible. It was particularly that kett mission that stood out as a complete surprise. For people who only plan to play the game once but still want to get all vital new information about the story and the world, this is a problem. It's a fairly drastic change compared to the trilogy games, which you could easily complete in 20-30 hours each. A cultural shock.
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Post by hulluliini on Sept 14, 2017 7:40:38 GMT
No. Some of us have OCD that makes it really hard and stressful. I've often wondered if this is a learned behavior which could be unlearned. Or does gaming just naturally attract peop,e with OCD. Well, some of this is pretty easy to answer. It's a CRPG, and an open-world CRPG at that. This means that no mission will be important in that sense. Whatever order the player wants to use on the missions will work. It's a hallmark of the genre. Or a critical flaw in the genre, if you like. I'm not sure it's conceptually possible for a journal to provide a universally-acceptable pacing solution. I don't know if we could even get one which appeals to a plurality. We'll have to see how this thread goes. Havng said that, I think there are quite a few players who would prefer to not have to manage pacing themselves. I find it annoying and anti-RP, myself. Having OCD means e.g. that you have to put plates and mugs in the cupboard in a specific order. If you don't, you can't think of anything else until you go put them in the right order. That's how I've always been, I didn't get it from gaming and it's virtually impossible to unlearn, and it only gets worse with age. It's hence a problem with especially RPG and open world games. So basically a personal disappointment when a great trilogy moves toward a different genre, and I get that most don't have this problem. I'm just wondering about this hallmark of the genre -- was it originally created to make games longer or give players more challenge? Before Mass Effect I thought 'role playing' means that the game is realistic (like in live action role play) but looting and inventory management is not realistic at all. It's a very curious feature of the genre. It would be interesting to see some kind of statistics on gamers: how many enjoy open world, non-linear, and how many enjoy linear and story-driven games? How many enjoy SP vs MP? Overall it seems the major publishers are increasingly making games I can't personally enjoy as a SP and story game enthusiast, and it's scary to think I may be in the minority. Or even if SP gamers were the majority, MP fans may be easier to milk for money in the long term.
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Post by Deleted on Sept 14, 2017 12:05:16 GMT
Hmmm... lumping them into the "additional tasks" section of the journal wasn't good enough. Also, it was very clear that that anything that was not in the Priority Ops section of the journal was optional. Prior to release people were wildly requesting that all side quests seem relevant to the story and all have some sort of effect on either the character or the ending. After release, many began complaining that there were too many "fetch" quests that did not connect to the story at all and that had no impact on the game anywhere. Now, you're saying that they made them all seem to be "vital" to the story; for example, by connecting the little food scan quest on Aya and the plant cultivation quest to the idea that the people on the Nexus were starving and tying in all of Suvi's comments about trying different local foods. It just seems to me that people want to just complain for the sake of complaining here. To me, the sections in the journal made things pretty clear... Priority Ops had to be done to complete the game; Allies & Relationships meant that Ryder's relationship with his/her squad mates or other NPCs would be affected by doing or not doing those quests; Heleus Assignments were optional but were generally more involved than the quests listed under additional tasks. They could be done or not done with no real effect on the outcome of the story, but many did provide interesting little side stories or back stories to events, places or people involved in the main story. Many of the smaller quests did combine to form a larger story... e.g. all the little quests involving Site 2 actually go together very nicely to paint a clearer picture of why that settlement was doomed to fail from the start... but that still doesn't mean that information is vital to the main story. It did not take me multiple playthroughs to decide how to proceed. My first playtrhough was absolutely satisfactory. Rather, I'm replaying this game with the absolute intention of playing it differently each time. That's where the replay value is. I did one that was absolutely 100% complete, followed by one where, for example, I decided that my Ryder wasn't interested in digging up his father's memories. I intentionally never unlocked a single one and was quite happy with the resulting dialogue changes. My first Ryder gave a lot of credit for his success in the end to his dad's ideas; the second one was clearly more independent thinking and came up with those same ideas on his own. The dialogue on Havarl and Veold changes significantly depending on what order you do things in... but everything I've tried has worked into the story OK... not perfect, but OK. Yes, perfect dialogue changes would be nicer and they would be easier with a more linear world structure. Hopefully Bioware will get to that "perfect balance" in the next game. I still don't find ME:A all that bad, though. Why would anyone complain just for the sake of complaining? There is no such thing. There is always a reason for complaining. (Excluding obvious trolls on FB, Twitter, YouTube.) If ME:A had been really polished, it would be much harder for the genuine trolls to come up with something superficial to criticise, like we now have with animations and minor bugs. It's much harder to make memes of plot holes or something deeper like that. People complain a lot because there are a lot of reasons to complain. We are the people throwing money at them. Why should we not complain when we get a less than perfect product? If nobody ever 'complained', we wouldn't be having any real discussions. What is called criticism from seasoned game critics suddenly becomes complaining when it comes from fans who don't have a background and experience in writing well structured articles. It just isn't expressed as eloquently, which doesn't mean it doesn't have any merit to it. I get that it gets tiring to see so much criticism but that's the way it is with this particular game. People care about it so much that they wish it had been more perfect. And personally I enjoy this phase the most, when enough people have played the game a lot and we are starting to get beyond the obvious fla ws and theorise how the game could have been better. Pointing out the flaws is not saying the game as a whole sucks. But what I meant about the organisation of quests was that scanning plants seems very important to me from an RP point of view, while it was obviously not important in order to proceed in the game and finish the main story. But there were some missions that seemed really inconsequential in the journal description and turned out to provide very meaningful new information for the main story, at least in my opinion, as someone who wants to know as much as possible. It was particularly that kett mission that stood out as a complete surprise. For people who only plan to play the game once but still want to get all vital new information about the story and the world, this is a problem. It's a fairly drastic change compared to the trilogy games, which you could easily complete in 20-30 hours each. A cultural shock. When the same people complain about an issue from both ends that is "complaining for the sake of complaining." People here seem to want the side quests to be both important and not important to the main story... but they can't logically have it both ways at the same time. Many of ME:A's side quests actually do a pretty good job of being optional while still having some connection to the main story or delivering some backstory that really does flesh out the universe. Doing them or not doing them changes dialogue within the story... structuring Ryder's character differently... but people rush through them and do them just for the sake of getting them ALL done rather than picking and choosing the ones that they want to use to build their version of this story on.... and then they complain that they can't role play Ryder in different ways. For example, doing the Ryder's Family Secrets tasks will cause Ryder to deliver dialogue that credits his dad with the idea of using the scourge... not doing those task will cause Ryder to come up with that idea on his own. Bioware puts the quests in with the idea that some suit some types of Ryders and other suit other types of Ryders... so people have to be willing to use those side quests the same way they use the dialogue wheels... You can't select all the dialogue options all the time and expect Ryder to say something different and it's the same with the side quests. Role playing is as much about the options you select not to do as much as it is about the options you do.
I agree that the games in general have gotten inordinately long overall. Some people like this and developers are currently of a mind to make games that do take 100 hours or more to do everything inside them. With ME:A, it is quite possible to run well over 100 hours playing as a careful, slow methodical researching type of Ryder or do an equally satisfying "complete main story run with a more driven and singularly focused Ryder on the task at had in 20 hours (speed runners do it in a little over 2)... and the story itself still works because the dialogue adjusts (not perfectly... there are many areas that can be improved, but still, it does work). I also personally like a tighter, more linear construction in a game... but some people don't and the current development trend is to more open worlds. IMO, having to write numerous "changes" into a story to account for players to this quest first or that quest first just bloats the coding needed and doesn't usually really effect changes in the PCs personality for RP purposes. I would rather they focus on a more linear (gated) delivery of tasks and focus changes in the PC's character based on what side quests out of a smaller group of tasks offered at a time that the player merely decides to do or not do before moving onto the next gated area. This would more easily allow for the markers for the quests not being done by the player to just "disappear" entirely when the next "gate" in the story is crossed. For example, with more "gating" the choice between going to Havarl or Voeld could have been written more definitively...i.e. going to Havarl first could have resulted in "meeting the resistance" there and caused that quest line on Voeld to just disappear... rather than having it move/change from being a Priority Op to an optional side quest and adding in all the additional voice work it took to make that series of quests "work" storywise regardless of when the player might have decided to do it during the entire remainder of the game... before and after catching the Archon... and then only really partially succeeding with these dialogue changes... and essentially compromising a little bit of the tightness of the story... just to accommodate those "open-world enthusiasts" who are rue to allow a developer direct their story in any way. Rather than Jaal just being ambiguous about the missions at the meeting beforehand, Jaal could have detailed differences about the missions that could have involved Ryder choosing one over the other (and have it structure so that different personalities of Ryder would choose differently). Yes, that means one doesn't get to play all the missions in one playthrough... but that, to me, adds replay value... and enticement to play again as that different personality of PC and would then take the path not taken by my first one. Also, we have to keep in mind that ME:A developers flirted with procedural generation for 3 years... but couldn't make it work right and finally gave up on it. If they had succeeded though we would have gotten a "never ending story" which is an enticing idea. No doubt, however, the story itself was written to accommodate this idea... so it's not as "epic" as it might have been if they weren't trying to write it for a procedurally generated game in the first place. The game also did pay a hefty price for all that experimentation. It was released unpolished and, I believe, many of the random bugs in the game resulted from latent coding from this "flirt" with procedural generation. Maybe we should all be blaming the popularity of Minecraft for this (joking... sort of). I'm not saying that the game structure can't be improved upon. It certainly can. I will say though that what's the point about complaining over some things for 5 years (like the ME3 endings) when all logic says that Bioware is clearly no longer supporting the trilogy and hasn't been for a number of years... and then the same people continually telling other people here that they're being foolish for having hoped for DLC (even before the "no DLC" announcement was officially made) or telling people now they're being idiots for hoping for a sequel in order to complete story plot lines in this game that were obviously left open for a sequel... Yet, that is what has been happening on this site for the last couple of months.
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Post by alanc9 on Sept 14, 2017 15:20:29 GMT
I'm just wondering about this hallmark of the genre -- was it originally created to make games longer or give players more challenge? Before Mass Effect I thought 'role playing' means that the game is realistic (like in live action role play) but looting and inventory management is not realistic at all. It's a very curious feature of the genre. My take on this is that it's an historical accident. Most of the earliest CRPGs were based on AD&D, which, as PnP RPG systems go, is very focused on loot, gear, and dungeon crawling. It made sense at the time. Although AD&D was an obsolescent system -- my gaming group largely abandoned it around 1984 or so in favor of systems which actually supported role-playing -- it was the lowest common denominator of RPGs; even if you didn't really like it, you knew it. Also, loot and exploration are easy to represent with just a few numbers, while character interactions and complex plots are not. In this era a PDF of the game's manual would be far larger than the game itself. Leading to things like SSI's Gold Box series, where a lot of scenes would be printed up as text in a booklet, with the player told to "read paragraph 138" at the appropriate time. It's plausible. OTOH, stuff you like isn't going to go away. It might become uncommon in the AAA market and on consoles, but I imagine it will go on forever as a niche product.
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Post by Deleted on Sept 14, 2017 16:25:47 GMT
I'm just wondering about this hallmark of the genre -- was it originally created to make games longer or give players more challenge? Before Mass Effect I thought 'role playing' means that the game is realistic (like in live action role play) but looting and inventory management is not realistic at all. It's a very curious feature of the genre. My take on this is that it's an historical accident. Most of the earliest CRPGs were based on AD&D, which, as PnP RPG systems go, is very focused on loot, gear, and dungeon crawling. It made sense at the time. Although AD&D was an obsolescent system -- my gaming group largely abandoned it around 1984 or so in favor of systems which actually supported role-playing -- it was the lowest common denominator of RPGs; even if you didn't really like it, you knew it. Also, loot and exploration are easy to represent with just a few numbers, while character interactions and complex plots are not. In this era a PDF of the game's manual would be far larger than the game itself. Leading to things like SSI's Gold Box series, where a lot of scenes would be printed up as text in a booklet, with the player told to "read paragraph 138" at the appropriate time. It's plausible. OTOH, stuff you like isn't going to go away. It might become uncommon in the AAA market and on consoles, but I imagine it will go on forever as a niche product. Yeah... I'm probably going to have to invest in a gaming PC sometime down the road and change with the times yet again (sigh).
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Post by alanc9 on Sept 14, 2017 17:36:55 GMT
You can get by pretty cheap these days. There are a fair number of i5s and i7s floating around in the used PC channels for $200 or less; typically from business brands like Dell or Lenovo, but as long as you stay away from the small form factors and the proprietary mobos they'll do fine. Pop in a half-decent vidcard and you're good to go for the next few years.
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Post by traks on Sept 14, 2017 18:13:51 GMT
Good thread.
Trying to get back on topic: The last run I played a Ryder very committed to finding Meridian as soon as possible and had a lot of fun that way. The pacing felt the best it has felt in my five playthroughs.
Before finishing the main arc I only did deviate from the main path when my Ryder thought going left or right was more important at that time. This resulted in my Ryder only establishing the outposts on Eos and Eladaan, discovering only the secrets of the vaults on Eos and Aya and besides finding Meridian focusing on bringing the arks back into the Initiative. Did them in the order Salarian, Asari and then Turian this time. Of the side quests, Contagion of course felt too important to ignore, so that situation also got solved before the main arc was finished.
Loyalty missions (with the exception of Cora's), vaults, architects, Kett command centers and great other side missions like "Dissension in the Ranks", "Uncovering the past" or H047c's "From the dust" and "Remnant tiller" were all left for the post-campaign time.
Roughly 24 hours till the main arc ended, another 26 hours played post-game (and still three LMs left) = another 50 great hours of Mass Effect. Of course this way romances will get on the back burner, but I like it this way, because honestly most of the Loyalty Missions are the biggest offenders when it comes to a too light tone and fit better for my Ryder after the main story arc is done. That way they don't feel so out of place for the character I want to play and also doing most of the exploring after the main arc feels right, because then you can just roam around without thinking you should do more important stuff.
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Post by Deleted on Sept 14, 2017 18:43:20 GMT
You can get by pretty cheap these days. There are a fair number of i5s and i7s floating around in the used PC channels for $200 or less; typically from business brands like Dell or Lenovo, but as long as you stay away from the small form factors and the proprietary mobos they'll do fine. Pop in a half-decent vidcard and you're good to go for the next few years. You're not reading me right though. For me, it's not really the cost (although I'm not super flush with cash, I'm comfortable and I don't have any expensive vices or hobbies left. I have pretty decent health care, so that's not really a worry either. It's the learning curve to run, upgrade, install... then mod, etc. It all sounds very complex and I do have a bit of a mental block when it comes to setting up new computers. By comparison, console gaming is simple - it has always been mostly plug and start (plug the disk in and the game starts). It's up to the developer to ensure their game is actually compatible with the console systems they sell it on.... and I'm just not sure I want to bother learning so much new stuff at my age. ... and the kids will probably getting pretty frustrated with me quickly if I start bugging them too much to fix my PC gaming issues.
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Post by alanc9 on Sept 14, 2017 20:03:14 GMT
Of the side quests, Contagion of course felt too important to ignore, so that situation also got solved before the main arc was finished. Man, I hate that mission. It's not so much that it's bad on its own, it also lampshades one of the worst lore problems (why does the MEU even have large ships if shuttles can do everything), is urgent, and can't even be ignored because Dunn keeps talking to you whenever you arrive at the Nexus.
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Post by alanc9 on Sept 14, 2017 20:07:08 GMT
You can get by pretty cheap these days. There are a fair number of i5s and i7s floating around in the used PC channels for $200 or less; typically from business brands like Dell or Lenovo, but as long as you stay away from the small form factors and the proprietary mobos they'll do fine. Pop in a half-decent vidcard and you're good to go for the next few years. You're not reading me right though. For me, it's not really the cost (although I'm not super flush with cash, I'm comfortable and I don't have any expensive vices or hobbies left. I have pretty decent health care, so that's not really a worry either. It's the learning curve to run, upgrade, install... then mod, etc. It all sounds very complex and I do have a bit of a mental block when it comes to setting up new computers. By comparison, console gaming is simple - it has always been mostly plug and start (plug the disk in and the game starts). It's up to the developer to ensure their game is actually compatible with the console systems they sell it on.... and I'm just not sure I want to bother learning so much new stuff at my age. ... and the kids will probably getting pretty frustrated with me quickly if I start bugging them too much to fix my PC gaming issues. Ah, I see. Well, in theory, Steam and Origin are supposed to handle all of the installation stuff for you, and modern games typically autoconfigure to something runnable. Initial setup 's another matter. It'd probably be worth it for you to buy something prebuilt rather than going my route.
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Post by kino on Sept 14, 2017 20:08:53 GMT
The only bit of pacing that I ran into that threw me off was getting the Architect on Voeld before Eos my first play through.
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Post by abaris on Sept 14, 2017 20:11:59 GMT
Man, I hate that mission. It's not so much that it's bad on its own, it also lampshades one of the worst lore problems (why does the MEU even have large ships if shuttles can do everything), is urgent, and can't even be ignored because Dunn keeps talking to you whenever you arrive at the Nexus. The main problem I had with that was scan, scan, scan again. It's unnecessarily long without gaining in debth.
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Post by traks on Sept 14, 2017 20:51:13 GMT
Of the side quests, Contagion of course felt too important to ignore, so that situation also got solved before the main arc was finished. Man, I hate that mission. It's not so much that it's bad on its own, it also lampshades one of the worst lore problems (why does the MEU even have large ships if shuttles can do everything), is urgent, and can't even be ignored because Dunn keeps talking to you whenever you arrive at the Nexus. Same here. Wanted to ignore it, but once I picked it up (and I really tried not to get it), I couldn't roleplay myself into not caring for it. I got off the Nexus without it first (if I remember right), but when I had to re-enter to speak to the other pathfinders Dunn asked for me via comm. Who am I not to help my ark's captain then?
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Post by traks on Sept 14, 2017 20:55:10 GMT
The only bit of pacing that I ran into that threw me off was getting the Architect on Voeld before Eos my first play through. I don't think it would be a problem if Ryder and crew would recognize that they know what they face when you do the Architect on Eos later. I have to skip that cutscene nowadays, because they forgot to implement a proper conversation in case it is not your first architect.
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Post by Deleted on Sept 14, 2017 20:57:59 GMT
Of the side quests, Contagion of course felt too important to ignore, so that situation also got solved before the main arc was finished. Man, I hate that mission. It's not so much that it's bad on its own, it also lampshades one of the worst lore problems (why does the MEU even have large ships if shuttles can do everything), is urgent, and can't even be ignored because Dunn keeps talking to you whenever you arrive at the Nexus. Yeah, that's one I think they really should have written such that Ryder does manage to catch Ruth before she actually leaves the Nexus. Even if one just overlooks the notion of shuttles being able to travel long distances... with a clear radiation trail and really only minutes of a head start at most, Tempest (the allegedly fast and stealthy premier prototype ship of the initiative) should not have had to chase her very far before catching up with her. They really didn't gain anything by trying to turn the quest into a threat against the initiative by rogue Angara since that plot line never really goes anywhere afterwards anyways... but if they really wanted to pursue that, they could have had the Nexus doctors take some samples of Ruth's blood (either before putting her back into stasis or after Ryder has to kill her to prevent her escape)... and then have a Angaran visitor steal those samples... sending Ryder off again to retrieve them to stop the Roekaar using them as a weapon.
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kino
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The path up and down are one and the same.
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Post by kino on Sept 14, 2017 21:05:03 GMT
The only bit of pacing that I ran into that threw me off was getting the Architect on Voeld before Eos my first play through. I don't think it would be a problem if Ryder and crew would recognize that they know what they face when you do the Architect on Eos later. I have to skip that cutscene nowadays, because they forgot to implement a proper conversation in case it is not your first architect. Yeah, adding in the additional dialog so that it's your first Architect would've offset it, but I just changed my encounter sequence for additional play throughs so that the narrative would work.
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Post by nvanfleet on Sept 14, 2017 21:13:21 GMT
Man, I hate that mission. It's not so much that it's bad on its own, it also lampshades one of the worst lore problems (why does the MEU even have large ships if shuttles can do everything), is urgent, and can't even be ignored because Dunn keeps talking to you whenever you arrive at the Nexus. Yeah, that's one I think they really should have written such that Ryder does manage to catch Ruth before she actually leaves the Nexus. Even if one just overlooks the notion of shuttles being able to travel long distances... with a clear radiation trail and really only minutes of a head start at most, Tempest (the allegedly fast and stealthy premier prototype ship of the initiative) should not have had to chase her very far before catching up with her. They really didn't gain anything by trying to turn the quest into a threat against the initiative by rogue Angara since that plot line never really goes anywhere afterwards anyways... but if they really wanted to pursue that, they could have had the Nexus doctors take some samples of Ruth's blood (either before putting her back into stasis or after Ryder has to kill her to prevent her escape)... and then have a Angaran visitor steal those samples... sending Ryder off again to retrieve them to stop the Roekaar using them as a weapon. This KILLED me; we're only a few steps behind her but she gets OFF the Nexus and out into space before we can track her down? It pissed me off so much on my first playthrough I didn't even bother trying to find her. Fine, let her go and infect everyone, whatever. That she gets *so far away* pissed me off afresh on playthrough 2. That should have never happened in a shuttle, especially one with a *rad leak* UGH.
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Post by Deleted on Sept 14, 2017 21:18:32 GMT
The only bit of pacing that I ran into that threw me off was getting the Architect on Voeld before Eos my first play through. I don't think it would be a problem if Ryder and crew would recognize that they know what they face when you do the Architect on Eos later. I have to skip that cutscene nowadays, because they forgot to implement a proper conversation in case it is not your first architect. I read the problem that they probably intended to gate that one such that you would have to do the "Making an Impression" missions first before any of the architects would unlock... and then decided that it was too much gating for an open-world and allow the other architect missions to be fought without encountering the Eos one, but forgot about the dialogue. It is possible to get through the entire game without fighting any architects until the end... So, I haven't played the scenario myself, but does anyone here know if the team "recognizes" what the architect at the end is even if they haven't encountered one before that one?
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Post by traks on Sept 14, 2017 21:31:45 GMT
I don't think it would be a problem if Ryder and crew would recognize that they know what they face when you do the Architect on Eos later. I have to skip that cutscene nowadays, because they forgot to implement a proper conversation in case it is not your first architect. I read the problem that they probably intended to gate that one such that you would have to do the "Making an Impression" missions first before any of the architects would unlock... and then decided that it was too much gating for an open-world and allow the other architect missions to be fought without encountering the Eos one, but forgot about the dialogue. It is possible to get through the entire game without fighting any architects until the end... So, I haven't played the scenario myself, but does anyone here know if the team "recognizes" what the architect at the end is even if they haven't encountered one before that one? A funny side episode: in my first playthrough (even though I fought Architects before the finish) I didn't even recognize the Architect in the final sequence, because I played a vanguard and was too busy charging back and forth on the ground. An intense fight can shrink your vision a lot.
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Post by Deleted on Sept 14, 2017 21:42:22 GMT
I read the problem that they probably intended to gate that one such that you would have to do the "Making an Impression" missions first before any of the architects would unlock... and then decided that it was too much gating for an open-world and allow the other architect missions to be fought without encountering the Eos one, but forgot about the dialogue. It is possible to get through the entire game without fighting any architects until the end... So, I haven't played the scenario myself, but does anyone here know if the team "recognizes" what the architect at the end is even if they haven't encountered one before that one? A funny side episode: in my first playthrough (even though I fought Architects before the finish) I didn't even recognize the Architect in the final sequence, because I played a vanguard and was too busy charging back and forth on the ground. An intense fight can shrink your vision a lot. I agree... a frenetic fight can really shrink your vision. I knew what an architect was off course (having killed all of them during my first playthrough); but I honestly thought that the Archon had converted himself into one and that the fight ended when I killed the architect (which appears to have been just a coincidence that occurred in that particular playthrough. I was too busy catching my breath to actually notice the following cut scene.
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melbella
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Trouble-shooting Space Diva
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Post by melbella on Sept 15, 2017 1:28:01 GMT
That last Architect is less dangerous than the pillar-hopping. The remnant goo always has the last laugh.
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Post by Deleted on Sept 15, 2017 2:21:59 GMT
That last Architect is less dangerous than the pillar-hopping. The remnant goo always has the last laugh. Sigh... I agree... remembering the time while doing Journey to Meridian where I had the fight leaving the plant-filled tower won, only to die in that goo moments later just trying to reach a uranium node in the middle of some of that stuff.
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Post by alanc9 on Sept 15, 2017 15:37:32 GMT
My favorite is running into a Scourge tendril, then escaping the tendril by jumping into the goo.
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