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Post by gothpunkboy89 on Mar 23, 2020 16:23:12 GMT
The problem with MEA's MP mode is they stripped all the good parts of ME3's version out of it. They reduced MP map sizes trying to use the increased vertical as validation but it doesn't change the fact that you can easily get swarmed on the smaller maps. In ME3 a lot of classes were capable of their own detonations of their powers but from my play in ME:A they stripped a lot of that capability out. So now you are far more reliant on other players to effectively pull off a power detonation. Which might work with 4 people with mics cooperating in a competitive tournament style but not as much with randoms with no mic that you are more realistically likely to play with.
And even worse they removed the power cool down bonus for being under weight but kept the power cool down penalty for being over weight. Being able to rely mostly on your powers by doubling the cool down speed making players less dependent on just shooting bullet sponges is what made ME3 fun. While in MEA they went the opposite reducing your ability to use your powers and forcing you to rely more on your guns regardless of what class character you pick.
It wasn't dumb luck they just learned all the wrong lessons from what made ME3's MP so great and implemented all the worst possible negative aspects.
Nope. There are kits that can self detonate of course. Cooldown was moved to extra XP points. Also I dont know where you got that "use only guns" wtf. Yesterday I didnt use any guns and got to #1 on scoreboard, using Asari Sentinel... maybe you havent played it since 2017 april? I and many others think they actually made the MP better, though there are somethings that could've been thought out more. MEAMP is actually fun, as me3mp wasnt fun at all even with playing some 'friends'.. and I rather forget that it existed at all
Were did I say use only guns? I said more reliant on guns compared to ME3. As well I only got ME:A a year ago so well past the point of any and all content updates for the game. And I did not notice any exp multiplayer from a lighter load. The only time I experienced that is if I used the consumable that boosted exp gain.
Lets compare basic Human Adapt
ME:A They have Singularity, Pull and Shock Wave. Singularity and Pull will prime people for combos but you will only have 1 detonator with Shock wave. They also only have 500 health and 250 shield.
ME3 They have Singularity, Warp and Shock Wave. Singularity and Warp will prime people for combos as well as Warp and Shock wave will detonate combos. Thus in ME3 they have two primers and two detonators allowing more power usage. As well as having 500 health and 500 shield to start with.
An Adapt is suppose to be a biotic specialist so you should be using your biotic powers more but by limiting the set up to 2 primers and only 1 detonator you are limiting the capabilities of Adapts and requiring them to rely more on weapons then on power usage.
The rest of MEA follows a similar set up with only the rare and ultra rare and far later updates actually address this. Like the 2 ultra rare human characters that actually know warp allowing them multiple primers and detonators. With the constant theme of medium health and low shields which wouldn't be terrible if not for those few enemy types that basically have continuous damage once they hit you allowing your shields to be stripped quickly.
As for the last bit. When I was playing and trying to rank up a character to do the gold extractions alternative to Insanity Mode for the story I would sit in lobbies for5-10 minutes before someone would show up on PS4. Mean while I can boot up PS3 and put in ME3 and find game lobbies in half that time still. It speaks volumes about the quality of something when a much older version separated by an entire console generation has more players on it then the newer game on the current console generation.
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Post by Unicephalon 40-D on Mar 23, 2020 16:49:32 GMT
Lets compare basic Human Adapt ME:A They have Singularity, Pull and Shock Wave. Singularity and Pull will prime people for combos but you will only have 1 detonator with Shock wave. They also only have 500 health and 250 shield. ME3 They have Singularity, Warp and Shock Wave. Singularity and Warp will prime people for combos as well as Warp and Shock wave will detonate combos. Thus in ME3 they have two primers and two detonators allowing more power usage. As well as having 500 health and 500 shield to start with.
One can detonate Singularity also, and its a good one. But in me3 you are hindered by the clumsy and clunky movement, not seeing enemies on the radar AND always getting stuck into geometry around you while you try to stomp-move so I dont even consider those as any plusses at all. Well thats not even bad, when I was trying the last and final time to play me3mp I sat in empty lobbies for 20 minutes at a time throughout the day, and gave up on the game at last after playing enduring it what, maybe 23 hours in total agony. I would have liked to play again, but I worry it's like taking the top of an almost healed scab. It's better to let it become a memory than make it sore again. Which is sad, I wanted me3mp to be so much more. After MEAMP it was impossible to go backwards.
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Post by therevanchist25 on Mar 23, 2020 17:17:58 GMT
Lack of playable space combat. I love space combat. Possibly my favorite aspect of sci fi. I just eventually want the ME series to let me play it, at least once. Only if it's optional, like in SWTOR. A turret section is not space combat.
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Post by themikefest on Mar 23, 2020 18:54:37 GMT
Fix? How about having the main character ask questions? That was my #1 pet peeve with Shepard. The same can be said for Ryder. There were a few times I wanted Ryder to ask questions, but the game didn't give that option.
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Post by garrusfan1 on Mar 23, 2020 22:03:35 GMT
Planet to planet travel was terrible in Andromeda. Replaying ME 1 and 2 I could enter a system and explore all the planets and scan them without needing anything beyond the initial loading screen to reach the system. In Andromeda there is a loading delay between each planet you visit. Even the ones you can't actually land on which makes the space exploration part and reading everything far far more annoying. I loved that. It felt like we were actually flying around the star systems. Plus didn't they already fix that with the skip animation button? If your traveling from one planet to another in the same system (I think system is the word) then it lets you skip it after a second or two which is fine for me. You still have to do it when traveling to another system though. With the patch it's no big deal in my opinion unlike what ME2's planet scanning was.
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Post by Polka Dot on Mar 24, 2020 6:50:37 GMT
Lack of playable space combat. I love space combat. Possibly my favorite aspect of sci fi. I just eventually want the ME series to let me play it, at least once. Only if it's optional, like in SWTOR. If they ever implemented it, I would hope they'd stay true to lore - which means it takes place at distances of thousands of kilometers, well outside of visual range, so the fight would be mostly... looking at a sensor/targeting screen, I guess, and making sure there aren't any other objects of concern on that path, in case the original target happens to jump to FTL before the shot you fire arrives at its intended destination. Not that it sounds like much fun.
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Post by Hanako Ikezawa on Mar 24, 2020 7:01:45 GMT
Only if it's optional, like in SWTOR. If they ever implemented it, I would hope they'd stay true to lore - which means it takes place at distances of thousands of kilometers, well outside of visual range, so the fight would be mostly... looking at a sensor/targeting screen, I guess, and making sure there aren't any other objects of concern on that path, in case the original target happens to jump to FTL before the shot you fire arrives at its intended destination. Not that it sounds like much fun. So real life Battleship.
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Post by dmc1001 on Mar 24, 2020 10:22:38 GMT
Only if it's optional, like in SWTOR. If they ever implemented it, I would hope they'd stay true to lore - which means it takes place at distances of thousands of kilometers, well outside of visual range, so the fight would be mostly... looking at a sensor/targeting screen, I guess, and making sure there aren't any other objects of concern on that path, in case the original target happens to jump to FTL before the shot you fire arrives at its intended destination. Not that it sounds like much fun. I think there was an old Star Wars game that had space combat in it. Would have been around the time the Kyle Katarn games were out. Lots of SW games out at the time. In any case, I think one game was exclusively space combat. I didn't play it.
Okay, looked for it. SW: TIE Fighter (1994), SW: X-Wing Alliance (1997) and SW: Starfighter (2001). Though I see that XA was the fourth in a series that began in 1993.
Actually, looks like there are even more, like one based on Rogue Squadron. Then Rebel Assault. Anyway, there's plenty of older SW games out there to suggest there's a market for space fighting in other, current sci-fi games. I'd just prefer it to be optional if it shows in a future ME game.
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Post by Sanunes on Mar 24, 2020 14:50:07 GMT
If they ever implemented it, I would hope they'd stay true to lore - which means it takes place at distances of thousands of kilometers, well outside of visual range, so the fight would be mostly... looking at a sensor/targeting screen, I guess, and making sure there aren't any other objects of concern on that path, in case the original target happens to jump to FTL before the shot you fire arrives at its intended destination. Not that it sounds like much fun. I think there was an old Star Wars game that had space combat in it. Would have been around the time the Kyle Katarn games were out. Lots of SW games out at the time. In any case, I think one game was exclusively space combat. I didn't play it.
Okay, looked for it. SW: TIE Fighter (1994), SW: X-Wing Alliance (1997) and SW: Starfighter (2001). Though I see that XA was the fourth in a series that began in 1993.
Actually, looks like there are even more, like one based on Rogue Squadron. Then Rebel Assault. Anyway, there's plenty of older SW games out there to suggest there's a market for space fighting in other, current sci-fi games. I'd just prefer it to be optional if it shows in a future ME game.
I personally don't understand why people want space combat in a BioWare game so badly. I don't think they did a very good job with the space combat in The Old Republic for it was more aggravating then anything else. Yes it might work in other games, but adding a feature BioWare has never done before won't be the amazing experience people seem to want it to be and frankly I rather them start to narrow their scope over constantly expanding it. To me that was one of the biggest problems with Andromeda is that after adding the kitchen sink they still continued to look for things to add into the game.
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Post by Sanunes on Mar 24, 2020 14:53:07 GMT
While I would love them to go back to unreal I have come to terms with the fact they won't. They have done too much to try to use frostbite to back out now. That said it isn't as bad as it used to be. I didn't play anthem so I don't know how that was but MEA after the patches wasn't too bad. I'm not sure why they would stick with something that caused them lots of headaches, stress and even mental illness. Unreal did none of this. It's like using something which wasn't designed for the purpose they wanted, so they tried to basically hack something together with the limitations of the engine.
In other programs like Flight Simulator X, it uses a specifically designed engine for the purposes of flight simulation. Some people suggested they should go with Unreal Engine 4 for the next sim, but they fail to realize that even though Unreal Engine 4 produces nice looking graphics, it is not meant to be used as a flight simulation engine. They whine about performance issues, but fail to realize that it renders way more stuff than your average game, due to trying to render the visible horizon of Earth (120 km squared) plus the thousands of unique object models and millions of models in total. That's why you're running at 25-30 FPS instead of 100 FPS on higher settings. In fact most flight sims run around that framerate.
Sorry, off-topic.
How do you know any of that about BioWare using Unreal. With the Mass Effect collection there was an official blog post about how many hours they spend on the final weekend before its release and it indicated over a three day weekend the lead was only home for six hours. Just because it came to light now doesn't mean that BioWare hasn't been a crunch studio with those kinds of issues, it only shows that people wanted to show that they want to come across as caring about the developers now. Just because BioWare did well with Unreal 3 it doesn't mean they wouldn't have had the same level of headaches and other problems trying to modify and create tools for Unreal 4. Look at how awkward most of Mass Effect 1 was compared to the other game and if it was released on Frostbite I am pretty sure that people would use that as an excuse to blame Frostbite instead of just accepting the game as it was as when Mass Effect 1 was released.
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Post by KaiserShep on Mar 24, 2020 15:58:56 GMT
Only if it's optional, like in SWTOR. A turret section is not space combat. I don’t believe BioWare is nearly up to the task to implement this sort of system to layer on top of a TPS, but at the same time, it might be interesting to see. Personally though, I first and foremost just want them to put primary focus on the story well above combat, so if there was going to be something like space combat, I’d want it to be at most a one-time event in the game, similarly to the skycar sequence in LotSB.
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Post by Deleted on Mar 24, 2020 16:05:46 GMT
How do you know any of that about BioWare using Unreal. With the Mass Effect collection there was an official blog post about how many hours they spend on the final weekend before its release and it indicated over a three day weekend the lead was only home for six hours. Just because it came to light now doesn't mean that BioWare hasn't been a crunch studio with those kinds of issues, it only shows that people wanted to show that they want to come across as caring about the developers now. Just because BioWare did well with Unreal 3 it doesn't mean they wouldn't have had the same level of headaches and other problems trying to modify and create tools for Unreal 4. Look at how awkward most of Mass Effect 1 was compared to the other game and if it was released on Frostbite I am pretty sure that people would use that as an excuse to blame Frostbite instead of just accepting the game as it was as when Mass Effect 1 was released. It wasn't in the news. You didn't hear about them having mental illness or other issues while any of the trilogy games were being developed. They did an interview some time ago where they said when they first started using Unreal Engine 3, they made small amounts of content. Once they got more comfortable with it, they were able to make more content in less time. Look at the amount of DLC and content ME1 has compared to ME3.
When they were using Frostbite, they had to hack stuff in, because the engine wasn't designed to handle such things. Unreal Engine is a multi-purpose engine. Frostbite is specifically made for a certain purpose like FPS games. It had no RPG element support, so Bioware had to hack stuff in to make it work.
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Post by gothpunkboy89 on Mar 24, 2020 21:54:43 GMT
Lets compare basic Human Adapt ME:A They have Singularity, Pull and Shock Wave. Singularity and Pull will prime people for combos but you will only have 1 detonator with Shock wave. They also only have 500 health and 250 shield. ME3 They have Singularity, Warp and Shock Wave. Singularity and Warp will prime people for combos as well as Warp and Shock wave will detonate combos. Thus in ME3 they have two primers and two detonators allowing more power usage. As well as having 500 health and 500 shield to start with.
One can detonate Singularity also, and its a good one. But in me3 you are hindered by the clumsy and clunky movement, not seeing enemies on the radar AND always getting stuck into geometry around you while you try to stomp-move so I dont even consider those as any plusses at all. Well thats not even bad, when I was trying the last and final time to play me3mp I sat in empty lobbies for 20 minutes at a time throughout the day, and gave up on the game at last after playing enduring it what, maybe 23 hours in total agony. I would have liked to play again, but I worry it's like taking the top of an almost healed scab. It's better to let it become a memory than make it sore again. Which is sad, I wanted me3mp to be so much more. After MEAMP it was impossible to go backwards. Yes Singularity acts as a primer for a combo detonation with shock wave or warp. Which is why I specifically said that warp and singularity are primers and warp and shock wave are detonators. Which again allows the ME3 adept to have 2 primers and 2 detonator. Compared to ME A were they only have 2 primers and 1 detonator.
The exploding singularity eveolution at level 6 is not the same as a biotic combo
You didn't need to always see enemies on radars in ME3 because it was a very flat level with no vertical movement due to the technology limits of the time. To compensate the levels were long and wide allowing you plenty of views to see enemies coming. With the important need for players to split up to cover all paths to keep them from flanking you. With any location within the maps giving you at least 3 or 4 options to escape compared to maps in MEA were there are locations with only 1 or 2 ways out that are swarmed quickly. Which is particularly annoying during capture point missions were you are forced into that location and have the only two ways in filled to the brim with enemies.
I do not remember ever getting stuck on geometry to anything I wasn't running against. No pixel wide corners getting stuck on just running into a wall and getting stuck for a few seconds.
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Post by Unicephalon 40-D on Mar 25, 2020 8:05:52 GMT
I do not remember ever getting stuck on geometry to anything I wasn't running against. No pixel wide corners getting stuck on just running into a wall and getting stuck for a few seconds. I do, and dying into those stuck points as the clumsy control system with large time windows of doing nothing before starting a new action. Listen, I'd rather not remember it anymore and Bioware plz erase it from my memory and from this reality
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Post by Unicephalon 40-D on Mar 25, 2020 8:58:45 GMT
How do you know any of that about BioWare using Unreal. With the Mass Effect collection there was an official blog post about how many hours they spend on the final weekend before its release and it indicated over a three day weekend the lead was only home for six hours. Just because it came to light now doesn't mean that BioWare hasn't been a crunch studio with those kinds of issues, it only shows that people wanted to show that they want to come across as caring about the developers now. Just because BioWare did well with Unreal 3 it doesn't mean they wouldn't have had the same level of headaches and other problems trying to modify and create tools for Unreal 4. Look at how awkward most of Mass Effect 1 was compared to the other game and if it was released on Frostbite I am pretty sure that people would use that as an excuse to blame Frostbite instead of just accepting the game as it was as when Mass Effect 1 was released. It wasn't in the news. You didn't hear about them having mental illness or other issues while any of the trilogy games were being developed. They did an interview some time ago where they said when they first started using Unreal Engine 3, they made small amounts of content. Once they got more comfortable with it, they were able to make more content in less time. Look at the amount of DLC and content ME1 has compared to ME3.
When they were using Frostbite, they had to hack stuff in, because the engine wasn't designed to handle such things. Unreal Engine is a multi-purpose engine. Frostbite is specifically made for a certain purpose like FPS games. It had no RPG element support, so Bioware had to hack stuff in to make it work.
From that quora I'd only take Kevin Baker's word...
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Post by Pounce de León on Mar 25, 2020 9:08:20 GMT
How about finishing a game. With a satisfying conclusion instead of unresolved plots that get teased in a fucking cliffhanger at the end of the game which may or may not see a continuation after six or eight years. If I can play a satisfying game and conclude it with a "job well done" I'm likely to buy another entry. As it is I'm not so keen to play another unfinished teaser trailer again. This stuff works on TV shows which have a way higher cadence but not so good with games. And I'd rather prefer them drop open worlds, or get their people to learn how to craft "worlds". They mostly do "levels" and "maps" but there needs to be a more coherent "world building" for open world. Simply larger maps just don't do the job. I had more fun with the story missions than with the general map gameplay in MEA with a few exceptions.
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Post by Deleted on Mar 25, 2020 15:34:31 GMT
Are you talking about ME3 here or MEA?
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Post by alanc9 on Mar 27, 2020 16:31:23 GMT
Okay, looked for it. SW: TIE Fighter (1994), SW: X-Wing Alliance (1997) and SW: Starfighter (2001). Though I see that XA was the fourth in a series that began in 1993. X-Wing was the first. And horrendously difficult by modern standards. I didn't get even a third into the original campaign before reaching a mission I have never beaten.
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Post by cloud9 on Apr 14, 2020 17:23:21 GMT
God, where to begin?
- Fix and completely rewrite the ending first and foremost to not only save the galaxy, but to have actions of Shepard that can shape and impact the future of the Milky Way. Good or bad depending on the choices players make. Like Fallout: New Vegas.
-Make Shepard more human and make him/her more a believable character that can make mistakes, make bad choices, and have to live with the world around him/her. Instead of a Mary Sue/Space Jesus, "humanity needs a hero", "a symbol", and a "worshipped idol" trope. I really despise those tropes because I don't get to be great or be bad based on my actions and choices with my character, and I want a character that can have flaws so I could build a character development.
-Rewrite the Spectre to be an elite, clandestine, highly skilled operatives that can carry out missions that can affect the galaxy and the Citadel government. Instead of a military police that are above the law, because that kind of power can corrupt an operative. And they can abuse that power to cause havoc, that can cause governments to turn on Citadel government and start a full scale war.
And the identity of the Spectres must remain secret to protect themselves to maintain their secrecy during covert and clandestine operations, preventing intergalactic incidents and starting wars, and not to be assassinated by rogue groups. I want the Spectres to be a little realistic when it comes to special operations.
So in other words, they should rewrite the whole thing about Shepard joining the Spectres publicly. Because that can spell big trouble for Shepard, his/her secrecy on missions, and people that can monitor him/her to track him/her down.
- Rewrite the romance story to have relationships more meaningful and to have a chemistry between characters, because the romance in Mass Effect 1 and 3 are very disappointing and very dull. ME2 is the only game that got romance right. And in Witcher 3.
-Create a dark theme and war for ME3 to experience the horrors of war with the Reapers. I would have Reapers to be much more demonic and malevolent as possible, by showing people screaming for their lives but ended up mutilated alive by husks, soldiers got torn in half by a Brute, and Banshees melting people with their biotics for example. It feels like the Reapers were not really threatening and more of a cartoon type of villian trope.
And rewrite ME2 entirely, because the arrival of Collectors kidnapping humans from colonies to create a Reaper Hybrid does not make any sense. Because it doesn't make an impact of the arrival of the Reapers, and it doesn't explain how the Reapers arrive on the Milky Way when the Citadel was saved from Saren to open the Citadel for the Reapers.
I have so many suggestions and ideas, but it would be a very long post. I'll post more later.
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Post by KaiserShep on Apr 15, 2020 22:13:00 GMT
I think the window of opportunity to fix the Mass Effect trilogy is long closed. There’s always the possibility of a flat out remake, but I honestly would put as much hope toward that as I would Chinese takeout restaurants reopening this week.
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Feb 14, 2019 20:07:41 GMT
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Polka Dot
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Feb 14, 2019 18:50:29 GMT
February 2019
polkadot
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by Polka Dot on Apr 15, 2020 23:15:12 GMT
I do not remember ever getting stuck on geometry to anything I wasn't running against. No pixel wide corners getting stuck on just running into a wall and getting stuck for a few seconds. I do, and dying into those stuck points as the clumsy control system with large time windows of doing nothing before starting a new action. Listen, I'd rather not remember it anymore and Bioware plz erase it from my memory and from this reality Ah, yes. Shep stopping/sticking to cover you're trying to run past or leap over. I got killed quite a few times until I learned to give everything a wide berth unless I planned to stop there (of course it also means you can't move through some areas quickly/efficiently) I'm so glad MEA's cover isn't sticky.
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The homeostatic problem-solving structure
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Apr 26, 2022 11:22:31 GMT
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Unicephalon 40-D
An unknown possibly hostile flotilla detected at eight hundred astronomical units from the sun!
4,782
Jun 29, 2017 12:57:11 GMT
June 2017
legendcncd
Dragon Age Inquisition, KOTOR, Mass Effect Andromeda, Anthem
LegendCNCD / AsariLoverFI
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Post by Unicephalon 40-D on Apr 16, 2020 5:39:06 GMT
I do, and dying into those stuck points as the clumsy control system with large time windows of doing nothing before starting a new action. Listen, I'd rather not remember it anymore and Bioware plz erase it from my memory and from this reality Ah, yes. Shep stopping/sticking to cover you're trying to run past or leap over. I got killed quite a few times until I learned to give everything a wide berth unless I planned to stop there (of course it also means you can't move through some areas quickly/efficiently) I'm so glad MEA's cover isn't sticky. Yepp, and you can imagine how nice it is to get stuck into something while playing multiplayer. So infuriating I almost crushed my mouse one time. Then I thought why am I agonizing meself with this game as I have much better to play
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Glorious Star Lord
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Jan 24, 2024 17:47:40 GMT
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KaiserShep
Party like it's 2023!
9,233
August 2016
kaisershep
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by KaiserShep on Apr 16, 2020 13:04:39 GMT
I do, and dying into those stuck points as the clumsy control system with large time windows of doing nothing before starting a new action. Listen, I'd rather not remember it anymore and Bioware plz erase it from my memory and from this reality Ah, yes. Shep stopping/sticking to cover you're trying to run past or leap over. I got killed quite a few times until I learned to give everything a wide berth unless I planned to stop there (of course it also means you can't move through some areas quickly/efficiently) I'm so glad MEA's cover isn't sticky. Before MEA, Mass Effect’s cover system was pretty much trash. It wasn’t until 3 that they at least added little entertaining bits like grabbing enemies from behind cover and being able to roll to the next cover point, like in the prologue mission on Mars. But Andromeda has spoiled me rotten. I’m currently playing the trilogy now and I am getting a stark reminder of how annoying LOKI mechs are.
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Deleted Member
Posts: 0
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guest@proboards.com
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Mar 28, 2024 21:55:38 GMT
Deleted
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Mar 28, 2024 21:55:38 GMT
January 1970
Deleted
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Post by Deleted on Apr 16, 2020 16:15:27 GMT
I think the window of opportunity to fix the Mass Effect trilogy is long closed. There’s always the possibility of a flat out remake, but I honestly would put as much hope toward that as I would Chinese takeout restaurants reopening this week. Some people have no concept of what a software development cycle is.
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Mar 11, 2024 22:03:19 GMT
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cloud9
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Aug 14, 2016 11:41:22 GMT
August 2016
cloud9
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2
sicklyhour015
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Post by cloud9 on Apr 16, 2020 16:44:06 GMT
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