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Post by Deleted on May 7, 2018 16:26:46 GMT
I did really enjoy Kadara and thought Reyes was one of the better, more fleshed out characters, I just wish I could find a compelling reason to side with Sloane. Not even when I'm playing a more logical, pragmatic character can I see a benefit to supporting her continued rule. I think it goes the other way. You support Sloane if you're idealistic and a bit naive. Sloane may be kind of evil, but she's honestly so; her regime is exactly what it says on the tin. And Reyes is attempting to have Sloane outright murdered and making Ryder an accomplice to murder, while Sloane is abiding by the terms of the duel. Interesting take - especially with all of the evidence you can find that the Collective is no better than the Outcasts. OT for this thread, though.
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Post by alanc9 on May 7, 2018 16:39:49 GMT
Except in the sense that it's an RP decision that's actually worth the discussion.
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Post by sil on May 7, 2018 18:30:28 GMT
There's no way I can support Sloane. I've read the book and she was an arrogant idiot in that, and ingame she's a vile harpy that is clinging onto power at the expense of moral decency. She had to go, I just wish Ryder could be the one to finish her reign rather than Reyes.
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Post by KaiserShep on May 7, 2018 18:33:39 GMT
Fun with our krogan granddad was done pretty well I think. There should always be a krogan squad member in every ME game.
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Post by Deleted on May 7, 2018 18:37:04 GMT
As I recall it isn't really ammo and first aid boxes. It is material that your omnitool can use to microfacture ammo and medigel. Represented in game as boxes for ease of recognition, and practicality. Right, that's the in-game explanation. Some of us had wondered what they'd do for thermal clips, since having them strewn around alien worlds wouldn't have made much sense. It's still a very gamey mechanic. Yeah, that sentence was a little ambiguous. What I meant was - No medi-gel. In MET, we carried medi-gel supplies into battle, could dispense it anywhere/anytime, and there were refills along the way. In MEA, you need to find the appropriate box and get to it in order to have health restored. That, or go to a forward station. - Ammo types as consumables. ME1 had ammo types as weapon mods, ME2 & ME3 had them as talents with full squad available. You could set ammo type for the squad at the beginning of a mission, and use it throughout. I believe the ammo consumables in MEA last for 3 thermal clip refills. They are in limited supply, and you have to set them up at load-out in order to have them available. Because they are so limited and a bit of a pain to use, I don't use them at all. Consumables work well as an MP mechanic, because they take up space in the MP packs players purchase. For SP, I'd prefer to have ammo types as talents, weapon mods, or augments. Having an ammo type as a talent never made any sense to me whatsoever. As a gamer, it was convenient and fortunate that it lasted forever, but it still didn't make sense as a talent. Having them as a weapon mod makes the most sense, but then really, they should not be changeable on the fly since we have to use a loadout station to change any weapon mods. They could even justify making them into an augment (like plasma seeking) and then you'd have individual weapons committed to one ammo type, which would also be a negative IMO. I found what they did to be just fine. I liked being able to change them mid-fight (as a consumable), particularly during the last battle when we started out fighting more kett and ended fighting remnant. They aren't rare or even limited really since they can be purchased for only a few credits each or are rather commonly found. The only think I would have done is have them last longer than 3 clips in order to make them more practical for using with sniper rifles and other weapons with small or even single-shot clips. From the beginning, you have two consummable slots, so it is very easy to carry at least one ammo type at all times and not that hard to carry two. I found that I never really had to use the other consumables (overdrive packs, shield capacitors, backup life support), so I would sell these if I was running short of credits and use that money to buy more ammo-type consumables. I do feel that they should have included an instant health (medi-gel) component in the Overdrive Pack. As it is, the Overdrive Pack is pretty useless, since it just reloads your weapon (not refill your ammo), takes all your powers off recharge instantly, and gives you some added accuracy and damage reduction. If they added an instant shot of health to it, I might have found a use for it.
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Post by Element Zero on May 7, 2018 18:54:10 GMT
I think it goes the other way. You support Sloane if you're idealistic and a bit naive. Sloane may be kind of evil, but she's honestly so; her regime is exactly what it says on the tin. And Reyes is attempting to have Sloane outright murdered and making Ryder an accomplice to murder, while Sloane is abiding by the terms of the duel. Interesting take - especially with all of the evidence you can find that the Collective is no better than the Outcasts. OT for this thread, though. Definitely off-topic, but I agree. Sloane us a known quantity. Her ambitions don't reach beyond Kadara. The Collective are a huge threat. I think people would've been burned in a sequel for going with their "good buddy" Reyes. I think supporting the Collective is the naive and idealistic choice; the one made by people who couldn't see through that thin, transparent veneer of Reyes and his thugs. Anyway, there are at least 5 threads devoted to that discussion.
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Post by Deleted on May 7, 2018 19:07:14 GMT
Right, that's the in-game explanation. Some of us had wondered what they'd do for thermal clips, since having them strewn around alien worlds wouldn't have made much sense. It's still a very gamey mechanic. Yeah, that sentence was a little ambiguous. What I meant was - No medi-gel. In MET, we carried medi-gel supplies into battle, could dispense it anywhere/anytime, and there were refills along the way. In MEA, you need to find the appropriate box and get to it in order to have health restored. That, or go to a forward station. - Ammo types as consumables. ME1 had ammo types as weapon mods, ME2 & ME3 had them as talents with full squad available. You could set ammo type for the squad at the beginning of a mission, and use it throughout. I believe the ammo consumables in MEA last for 3 thermal clip refills. They are in limited supply, and you have to set them up at load-out in order to have them available. Because they are so limited and a bit of a pain to use, I don't use them at all. Consumables work well as an MP mechanic, because they take up space in the MP packs players purchase. For SP, I'd prefer to have ammo types as talents, weapon mods, or augments. Having an ammo type as a talent never made any sense to me whatsoever. As a gamer, it was convenient and fortunate that it lasted forever, but it still didn't make sense as a talent. Matter of opinion. I liked that Liara had warp ammo - I think Jack even mentioned during a meet-up that the biotic students were making warp ammo, which would be something I'd expect biotics could do. Ryder's omnitool being able to flash forge medi-gel and/or thermal clips from boxes of materials found on location makes no more sense than Vega having customized his omnitool to make incendiary ammo. Also, ME weapons don't use ammo. They shave projectiles from a block of material, which I would expect to be loaded in the weapon prior to setting out. That would have been my preference. There are also arguments to be made about what's the point of having inventory if you can't change weapon mods or armor in the field, but I'm not interested in going there. Yes they are. They are not infinite. You cannot use them for every single skirmish. Right. For a player who primarily uses sniper rifles or shotguns with low capacity, the ammo type consumables are next to useless. I've never bothered with them in MEA. They're a limited resource and a pain to use.
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Post by helios969 on May 7, 2018 19:35:50 GMT
Interesting take - especially with all of the evidence you can find that the Collective is no better than the Outcasts. OT for this thread, though. Definitely off-topic, but I agree. Sloane us a known quantity. Her ambitions don't reach beyond Kadara. The Collective are a huge threat. I think people would've been burned in a sequel for going with their "good buddy" Reyes. I think supporting the Collective is the naive and idealistic choice; the one made by people who couldn't see through that thin, transparent veneer of Reyes and his thugs. Anyway, there are at least 5 threads devoted to that discussion. That's the sort of choice and consequence I'd love to see. No illusions about him being a shady b*stard. Of course, if he get's out of line in a sequel, that just means he ends up sharing a plot with Sloane.
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Post by Element Zero on May 7, 2018 19:39:24 GMT
I preferred the ammo type implementation in ME1. It felt like it was the ammo block itself that had the property, which makes sense. It also allowed the ammo type to be of use always. Having them as skills was useful, but always seemed a bit weird. Having them as consumables in MEA made sense, but felt almost useless. The only time I use them is when I activate incendiary rounds for Ascendants, and that's only if I remember to do so. They're unneeded, but would've been fun to use more often.
I have a few more thinfs to add to my "That's cool" list. Most have been mentioned by others.
* Just started playing with a new Scott, after finishing the game with his sister. They were created using the #1 head scans. (I think of those scans as the "good-looking" scans. 😆) It's great that we can finally create a variety of believable characters from different ethnicities. I always felt largely stymied by past CCs. This CC has its issues, but it's pretty solid since patch 1.10 (1.09? Can't recall which unlocked textures.)
* Heleus is beautiful. It looks incredible and has that beautiful black hole as its anchor. Awesome. If you're playing at sufficient resolution, the stars have beautiful, active atmospheres. The lighting is very good.
* Tempest is beautiful inside and out. Putting those windows everywhere and providing those ever-present views was brilliant. It really adds to immersion.
* I was thrilled at the return of the aural and visual distortions associated with biotic fields. All powers have great visuals and sound. Biotics in particular, with skills like Singularity, put on a cool show.
I'm sure I'll think of 5 more things I've forgotten after posting this.
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Post by Element Zero on May 7, 2018 19:44:04 GMT
Definitely off-topic, but I agree. Sloane us a known quantity. Her ambitions don't reach beyond Kadara. The Collective are a huge threat. I think people would've been burned in a sequel for going with their "good buddy" Reyes. I think supporting the Collective is the naive and idealistic choice; the one made by people who couldn't see through that thin, transparent veneer of Reyes and his thugs. Anyway, there are at least 5 threads devoted to that discussion. That's the sort of choice and consequence I'd love to see. No illusions about him being a shady b*stard. Of course, if he get's out of line in a sequel, that just means he ends up sharing a plot with Sloane. Haha! I love the shady bastard. I'm glad he always lives. That means he'll be back in the future. I just don't trust his organization. They're too damn smart, and already too widespread. We could crush Sloane with APEX and the Pathfinders if she ever went bonkers. I think the Collective will be a much tougher nut to crack. Either way, it's not like they're gone just because they didn't get Kadara. They simply lack that particular advantage. This game has a ton of good threads. The implementation might've bern iffy due to dev cycle challenges, but the good stories are present.
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Post by helios969 on May 7, 2018 19:48:01 GMT
As far as ammo types and preferences, I definitely prefer it as a weapon mod over a consumable. I find them incredibly useful (disrupter ammo in particular) in MEA but it's a pain to constantly having to apply it. So it's a good/bad sort of thing. Glad everyone has access but should have been implemented as a permanent mod (or at least make it last throughout an entire encounter).
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Post by Deleted on May 7, 2018 20:02:42 GMT
Having an ammo type as a talent never made any sense to me whatsoever. As a gamer, it was convenient and fortunate that it lasted forever, but it still didn't make sense as a talent. Matter of opinion. I liked that Liara had warp ammo - I think Jack even mentioned during a meet-up that the biotic students were making warp ammo, which would be something I'd expect biotics could do. Ryder's omnitool being able to flash forge medi-gel and/or thermal clips from boxes of materials found on location makes no more sense than Vega having customized his omnitool to make incendiary ammo. Also, ME weapons don't use ammo. They shave projectiles from a block of material, which I would expect to be loaded in the weapon prior to setting out. That would have been my preference. There are also arguments to be made about what's the point of having inventory if you can't change weapon mods or armor in the field, but I'm not interested in going there. Yes they are. They are not infinite. You cannot use them for every single skirmish. Right. For a player who primarily uses sniper rifles or shotguns with low capacity, the ammo type consumables are next to useless. I've never bothered with them in MEA. They're a limited resource and a pain to use. Making it is one thing... being unable to use it because it's someone else making it is quite another. It's ammo, so there is no reason why a soldier Shepard should not be able to stock up on warp ammo just as easily as incendiary while on the Normandy and use it. At least in ME:A, any class of Ryder and use any consumable. Also, in ME:A you can set up your squad mates to use an ammo type at all times... so that's no different than Liara having warp ammo. Warp ammo isn't really needed in ME:A since we don't face off against separately denoted biotic barriers. The enemies show up with armor or shields. The ammo consumables are unlimited... General Merchants will always have them in stock and all you need are the credits to buy them. Credits can be obtained in a number of ways... mining and selling minerals, killing bugs and selling those crafting supplies, selling whatever you collect from remains. There is no limit on the amount of "grinding" (by killing various enemies) you can do in the game, so, technically, there are no limits on anything you can buy. For me, it would be more of a pain to be committed to one ammo type during a mission because I would have to get back to a loadout station to change it. We were always able to change ammo types on the fly in the OT (in ME1, all mods could be changed on the fly. In ME2 & ME3, we could change them if we were of a class that had more than one of them as a talent). If we could not have changed them on the fly, I would certainly have not found them as useful. IMO, it would be even worse to have weapons committed to a single ammo type because then I'd have to craft multiples of my favorites in each type of ammo. Also, there are currently augments for electrically charged weapons (so you can already effectively make a "disruptor" weapon without using an ammo type). So, all you're really doing by your preference is removing my ability to switch between different ammo types on the fly just because you don't use it that way. Also, I don't consider it any more difficult to call up the weapon wheel in ME:A than it was to call up the power wheel in the OT. As I said, I would increase the 3-clip limit to accommodate the smaller clip weapons.
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Post by Deleted on May 7, 2018 21:05:08 GMT
As far as ammo types and preferences, I definitely prefer it as a weapon mod over a consumable. I find them incredibly useful (disrupter ammo in particular) in MEA but it's a pain to constantly having to apply it. So it's a good/bad sort of thing. Glad everyone has access but should have been implemented as a permanent mod (or at least make it last throughout an entire encounter). I always took the squad ammo evolutions in ME2 & 3 to make them available to the entire squad (albeit at reduced effect). Of course, in ME1 ammo loads were offered as mods. Lore-wise, it worked well enough for me. I'd choose the squad's ammo type(s) at the beginning of a mission, and that selection would represent loading the weapons with that type of material. OT: I don't think anyone has mentioned this yet, but I enjoyed the numbers of LIs available in MEA - more than any previous game, and they vary from serious relationships to casual flings.
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Post by Pearl on May 8, 2018 0:52:01 GMT
I liked Andromeda's combat. I still think the jetpack in its current form was a mistake, and that it either needed more time in the oven or that it should have been removed, but by and large the gameplay was fun (tech powers being able to detonate biotic explosions was fucking stupid though). I'm indifferent on the classless system, it allowed for more freedom, but perhaps there should have been some additional benefits in place the entice people to specialize their builds like in previous games to balance it out a bit more. It just doesn't make sense to me for Ryder to be able to be able to master everything, even with SAM's help.
I appreciate the direction they tried to take the dialogue system, giving the player more agency in picking Ryder's tone and general outlook, but I don't think the end result delivered on the premise of enhancing player choice.
I liked the Tempest, even though I think its layout is a bit nonsensical.
The Nomad was way more fun to drive around than either the Mako or the Hammerhead. I just wish it had some sort of armament on it, considering how frequently you run into enemies while driving around.
H-047c was awesome. I wish there were more places in the game that gave the same sense of "I'm actually exploring an alien environment". It reminded me of the sense of wonder I felt while exploring some of the UNC planets in ME1.
Vetra's voice. I used to scoff at people who would wax poetic about Garrus' voice, but I totally get it now.
On that subject, I liked the romances more than I thought I would. Particularly Suvi's and Vetra's, although there were some really cheesy lines in both of them that gave me a moment of pause.
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Post by KaiserShep on May 8, 2018 2:32:50 GMT
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Post by Element Zero on May 8, 2018 3:42:42 GMT
I wish she had a less conspicuous hairstyle. I feel like I can’t use it without having awkward interactions. There’s a mod that gives her the tightly bound hair (#9 or 10). It fits the character well, but definitely looks different. If I weren’t on PS4 I’d use the mod. It also makes Cora look a little softer; Gil clean-shaven and more Studly McSquarejaw; etc...
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Post by Shinobu on May 8, 2018 4:59:27 GMT
Another thing I forgot to mention: I really like being able to skip flirts and still have the romance stay available. In previous Bioware games I felt obliged to take all the flirt lines as soon as they appeared (even before I had any preference for any of the characters) just so I wouldn't get locked out of a romance. (Of course this backfired on me in Inquisition... Blackwall! *Shakes fist*) Romance progression felt a little more reasonable when I didn't have to hit on everyone immediately but could figure out who my Sara was really interested in first. This did have an unintended consequence because I did see some straight male gamers complain that the Gil flirts they didn't take stayed available all the time, almost as though the game were trying to "make them gay." I think it might be nice to have a "never flirt" dialogue option the first time flirt lines for an NPC appear where the player can hide their own future flirt options for whatever reason. (For example if my Ryder decides she refuses to flirt with squadmates, or humans, or whatever.) That wouldn't keep NPCs from hitting on Ryder, just remove the option of flirting back.
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Post by Element Zero on May 8, 2018 5:27:16 GMT
Another thing I forgot to mention: I really like being able to skip flirts and still have the romance stay available. In previous Bioware games I felt obliged to take all the flirt lines as soon as they appeared (even before I had any preference for any of the characters) just so I wouldn't get locked out of a romance. (Of course this backfired on me in Inquisition... Blackwall! *Shakes fist*) Romance progression felt a little more reasonable when I didn't have to hit on everyone immediately but could figure out who my Sara was really interested in first. This did have an unintended consequence because I did see some straight male gamers complain that the Gil flirts they didn't take stayed available all the time, almost as though the game were trying to "make them gay." I think it might be nice to have a "never flirt" dialogue option the first time flirt lines for an NPC appear where the player can hide their own future flirt options for whatever reason. (For example if my Ryder decides she refuses to flirt with squadmates, or humans, or whatever.) That wouldn't keep NPCs from hitting on Ryder, just remove the option of flirting back. Hahaha! Oh no, MEA is trying to make me gay! I hadn’t ever heard that particular one. The flirt option for Gil disappears almost immediately for me. I agree about the lower pressure flirting. I think of Sara and Liam as an example. Sara can dive in almost immediately, and looks pretty thirsty. Liam even says, “We just met”. I like that I can let those things develop a bit more believable than in prior games. MEA is a long enough game that the relationships are actually believable, in terms of pacing and timing. They develop slowly and steadily; and several of them have content throughout the game. (I’m thinking of Liam, Cora, Jaal and PeeBee.)
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Post by ahglock on May 8, 2018 6:23:46 GMT
Another thing I forgot to mention: I really like being able to skip flirts and still have the romance stay available. In previous Bioware games I felt obliged to take all the flirt lines as soon as they appeared (even before I had any preference for any of the characters) just so I wouldn't get locked out of a romance. (Of course this backfired on me in Inquisition... Blackwall! *Shakes fist*) Romance progression felt a little more reasonable when I didn't have to hit on everyone immediately but could figure out who my Sara was really interested in first. This did have an unintended consequence because I did see some straight male gamers complain that the Gil flirts they didn't take stayed available all the time, almost as though the game were trying to "make them gay." I think it might be nice to have a "never flirt" dialogue option the first time flirt lines for an NPC appear where the player can hide their own future flirt options for whatever reason. (For example if my Ryder decides she refuses to flirt with squadmates, or humans, or whatever.) That wouldn't keep NPCs from hitting on Ryder, just remove the option of flirting back. Unless its a new NPC they should stop flirting, unless the character is a sexual harassing ass hat which you get to shoot. Though as far as I can tell people did stop so I'm not sure what they were talking about.
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Post by ahglock on May 8, 2018 6:36:49 GMT
I dig the combat, it was snappy and all the powers were interesting.
Classless: I'm mixed on this, i like classless but I think the implementation sucked.3 active powers, a crappy change power system and you basically learn everything seems kind of pointless for a classless system. Uncap # of active powers, have a level limit or something that its harder choices instead of ill get it eventually it becomes do I want barricade or one more passive. If you only were going to max out 8 powers you'd have harder choices, and honestly I think you do get more replay with limits. I don't need to replay to see a tech summoner class i can just do a couple missions with 3 tech powers 2 of which give me drone things.
Weapon upgrades: conceptually i liked it and it was fairly solid, but I think the research side was kind of wonky. 1, out side a couple exceptions, ultra rare was just better but since you had access to them all it really wasn't ultra rare it was just slightly more expensive to research. 2. While powers I think should be a character defining choice weapons should be changed on the fly, and the research points to cots meant not really, you picked a couple guns and armor and stuck with them throughout the game as you didn't have the points to level more. alos shotguns were too good. And i love shotguns, but i prefer my choice not to just be the best one. Sniper rifles on insanity felt way weak after a certain level to me.
The worlds were great, I don;t have a issue with any of them.
Boss fights: while yes you learn how to do it the architect fights were awesome.
The story: not great but solid.
The nomad, was a ton of fun to drive, I don;lt get the complaint about the worlds being too big an dhaving to travel across them. 1 there was fast travel, 2 it was fun. While I didn't like the crew or team(except drak and to a lesser extent pee bee) or ryder, the next rung out of characters I liked or liked to hate. Addison, Tann, sloane all great characters.
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dmc1001
N7
Biotic Booty
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
Origin: ferroboy
Prime Posts: 77
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
ferroboy
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Post by dmc1001 on May 8, 2018 7:51:18 GMT
Me, too. I love her voice and personality. I'd almost be willing to play Sara just for the romance. Almost.
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correctamundo
N5
Dr Obfuscate
Don't knock the little winds. They're important - for morale.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: correctamundo1
Prime Posts: A thousand and then some.
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correctamundo
Don't knock the little winds. They're important - for morale.
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correctamundo
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correctamundo1
A thousand and then some.
They never liked me! No one likes me!
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Post by correctamundo on May 8, 2018 9:20:15 GMT
All in all I think this game does most of it well. Slightly different which is really fresh. Getting rid of corridors and classes are of course a godsend.The Music, ambience, Worlds are great. Combat is easily the best so far in ME. Exploring the remnants is as fun now as the first time. I have so many tools to build my Ryder from. The MP is fun as well. There are so many interesting characters out there. And the missions. Some really great choices and consequences.
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Old Scientist Contrarian
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Post by alanc9 on May 8, 2018 16:21:02 GMT
This did have an unintended consequence because I did see some straight male gamers complain that the Gil flirts they didn't take stayed available all the time, almost as though the game were trying to "make them gay." I think it might be nice to have a "never flirt" dialogue option the first time flirt lines for an NPC appear where the player can hide their own future flirt options for whatever reason. (For example if my Ryder decides she refuses to flirt with squadmates, or humans, or whatever.) That wouldn't keep NPCs from hitting on Ryder, just remove the option of flirting back. Do guys who are that insecure in their heterosexuality actually need to be catered to? Is this worth thirty seconds of dev time?
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Party like it's 2023!
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kaisershep
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by KaiserShep on May 8, 2018 16:38:03 GMT
This did have an unintended consequence because I did see some straight male gamers complain that the Gil flirts they didn't take stayed available all the time, almost as though the game were trying to "make them gay." I think it might be nice to have a "never flirt" dialogue option the first time flirt lines for an NPC appear where the player can hide their own future flirt options for whatever reason. (For example if my Ryder decides she refuses to flirt with squadmates, or humans, or whatever.) That wouldn't keep NPCs from hitting on Ryder, just remove the option of flirting back. Do guys who are that insecure in their heterosexuality actually need to be catered to? Is this worth thirty seconds of dev time? Hatoful Boyfriend proves that gamers will be compelled to flirt with anything the game allows, even if it's impossible for them to be attracted to the object of affection. It's like that scene in Roger Rabbit when Judge Doom taps the wall saying "shave and a haircut". They'll be forced to jump out of the wall.
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dmc1001
N7
Biotic Booty
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Mass Effect Legendary Edition
Origin: ferroboy
Prime Posts: 77
Posts: 9,942 Likes: 17,687
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dmc1001
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August 2016
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Post by dmc1001 on May 8, 2018 17:52:40 GMT
As far as what was done right, I honestly think it was a fun game to play. Despite the devs only experience being Omega, I suspect the Citadel DLC drove this decision. I don't have numbers but I'm guessing it was very successful. I'm in the middle of it right now and even Liara has some fun lines (like the hanar prostitute with camera implants). If MEA was an attempt at getting away from the darker tone of the MET (even if only for one game) than this was the right decision. Also good to remember is that the people in the AI weren't chosen for their amazing fighting skills; they were chosen because because they had the right stuff to colonize golden worlds and an adventurous spirit. So, I think MEA did what it set out to do. That a lot of people wanted something more along the lines of Shepard isn't the problem. I would say that it wouldn't have hurt to remove it from the ME name since it's so different. However, anyone who watched the AI promotional videos shouldn't have in any way been surprised that this game was not at all like the MET.
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