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Post by RedCaesar97 on May 1, 2024 2:30:34 GMT
What are some of the small changes or tweaks you would make to Mass Effect Andromeda?
Here are some small changes I would make for Mass Effect Andromeda: 1. Reduce the player level cap and tweak the talent point distribution.
Currently you can max out two talent pools before reaching max level. This means you could have any two of max Engineer, Adept, or Soldier profiles. Why should all the non-Soldier profiles have the same weapon damage as the Soldier before Soldier profile bonuses kick in?
Since the profile system is tied to the talent points spent, I think the player level cap should be reduced and the talent point distribution be tweaked so you can only max out one talent pool (combat, tech, or biotic) for max Soldier, Engineer, or Adept profiles, with no points left over.
You can still distribute points across several talent pools if you want for the Infiltrator, Vanguard, Sentinel, and Explorer profiles.
2. AVP deliveries (such as minerals, research, consumables) should accumulate over time, instead of stopping after the delivery timer hits 00:00.
Currently, you get deliveries every 45 to 30 minutes, but you must manually click on the delivery to reset the timer. Since you can go hours between accessing the AVP terminal, this means you lose out on potential deliveries. I think the timers should automatically reset and the deliveries accumulate over time so you do not lose out on potential deliveries.
3. The Tech passive talent that increases the weight capacity should really be a Combat passive talent.
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Post by Element Zero on May 2, 2024 1:28:42 GMT
Those are all good observations.
The AVP bottleneck is annoying, as all those forfeited Milky Way Research Points could make a big difference for me in a fresh playthrough.
The level cap and Profiles don't bother me, but I can definitely see your point and would be happy to play it that way, as well.
I think I kind of get how putting "Weapon Mass Reduction" into "Auxiliary Systems" works, but it does feel like a Combat Skill. Of course, I really like Combat Fitness and Combat Tools as is, so I wouldn't want to sacrifice anything to move it into those skills. Each weapon passive gives a weight decrease, at least. I never need Weapon Mass Reduction, since I've already taken those options in the passives. I always take those options because I have no need for extra ammo. It's clear how my playstyle biases shape my opinion.
Some changes I'd make:
* Weapons and Crafting needed balancing. I don't mind that certain premiere weapons are better, but no weapon should become useless. Many MEA weapons are terrible. Crafting narrows the top of the hierarchy even further, mostly due to the Autofire augment.
* Temperature threats are dumb. The Pathfinder team wear space suits, and the "extreme temperatures" aren't all that extreme. Angara and Exiles alike stand around unfazed while Ryder races against death. By all means, make extreme temperatures a narrative issue to be handled by the Vaults, but ditch the gameplay mechanic.
Also, Voeld's temperature hazard presumably should've been removed by the Vault. I think they tried to fix it once, and the patch created problems. Then, EA bailed on the game before any fix could be implemented. If we gotta have temp threats, at least let Voeld's be removed by the Vault.
* Coloring the Heleus Icon Armor works strangely. This is a minor gripe, as I barely use it, but it's seemingly very popular. The armor color zones should be assigned more logically, and the helmet's purple visor should be changeable.
* Nomad should probably be a little faster, and a few upgrades should probably have been standard features. Mostly, though, I think it drives very well. I love flying off of cliffs on Eos and Voeld, using the jump jets and speed boost to essentially fly down and hit the ground moving smoothly at high speed.
* SAM talks too damn much, particularly about weather and mining. I know about the "Shutup, SAM" mod. In general, ambient and party dialogue seem to have no hierarchy of prioritization. The newest line simply nukes those already started. This needed fixing.
* Too many autosaves. We don't need 10, particularly when they didn't make saves happen unobtrusively in the background.
EDIT: Mine may have strayed too far into bug-fix territory. There are a few design choices I question.
Tech is very powerful in MEA, and I think that's fine. I enjoy it. However, Team Support (6b Life Support) is so good as to define playstyles. No single evolution of a single skill should fundamentally alter the way the game works. I bet they'd redesign it, given the chance, and probably would've nerfed it in a patch.
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Post by RedCaesar97 on May 2, 2024 3:09:55 GMT
* Temperature threats are dumb. The Pathfinder team wear space suits, and the "extreme temperatures" aren't all that extreme. Angara and Exiles alike stand around unfazed while Ryder races against death. By all means, make extreme temperatures a narrative issue to be handled by the Vaults, but ditch the gameplay mechanic. Also, Voeld's temperature hazard presumably should've been removed by the Vault. I think they tried to fix it once, and the patch created problems. Then, EA bailed on the game before any fix could be implemented. If we gotta have temp threats, at least let Voeld's be removed by the Vault. I do not have an issue with the temperature threats, although I would like to see them nerfed a bit, particularly on Voeld and in Voeld's vault. The consumable that is supposed to reduce its effect does not seem to do a lot. I agree that the Voeld vault should remove the hazard, since they did it later on Eladaan. And maybe getting in the Nomad should restore your life support bar? I just really hate the cold hazard in vault, particularly that one multi-console puzzle near the end where you have almost no room for error, especially if you are trying to get everything in there.
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Post by Element Zero on May 2, 2024 15:05:35 GMT
That level-2 Hazard in the Vault is a weird design. I've learned to accept it as a unique challenge. It's essentially a puzzle with a weird, resettable timer. I just completed it today. I have to repeatedly reset that first console as I maneuver through that puzzle. I end up using Energy Drain or another Tech skill to regenerate health between steps. It would definitely be better if it weren't so punishing, maybe just a level-1 hazard.
The Life Support consumables are so weak that I long thought that they weren't functioning. I later realized that they're just weak and too restrictive. They slow the impact of level-1 hazards pretty well. Voeld's level-2 hazards blow through it, and I don't mess with level-3 hazards.
If you enter combat, it stops working. If you enter a safe zone, like the Nomad, a Forward Station, or even those Remnant Shield bubbles, it deactivates. They're just too useless for me to rely on them, though I do take some into that Vault, "just in case".
I like Overdrive Packs to reset cooldowns when changing Favorites in (or just before) combat. I like the Shield Capacitor for emergencies, particularly since I frequently use shield-powered Lance. And the ammo consumables are solid, when I remember to use them.
EDIT: I don't mind the hazards as a mechanic. My complaint is with its presentation. Ryder is dying of heat stroke while scavs stand around and talk. The displayed temps are certainly dangerous, but not intolerable for short periods of time. If they increase the temps to make the threat real, the unprotected NPCs need to disappear, which might make the worlds seem empty to some. I'd be fine with NPCs coming out of hiding when the weather improves.
I thought of another improvement I'd like. Some sites and discoveries depend upon discovery of a randomly generated trigger to make them "live". For example, you can't stumble upon the poachers on Voeld or the Kett studying Remnant biological data on Eos. You have to check all the boxes in order for the quest to exist. It feels artificial, and it sometimes slows progress.
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Post by Element Zero on May 9, 2024 9:10:14 GMT
Something that always annoys on Havarl, and particularly on Kadara, are the calls we must make from Tempest and/or the Outpost. dazk just mentioned this in the MEA daily thread. In a theoretical next game, it would be cool if they could integrate the omnitool a bit more, maybe presenting the menus as omnitool functions, and allowing things like story-scheduled calls to be made/triggered from such a menu. I know the hassle of heading into orbit to make a vidcall is probably a product of dwindling development time near the end. Still, having to leave Havarl to call Evfra, and return for quests, is tedious. Far worse is Kadara. Reyes calls. Finish his task, and there's absolutely nothing to do. Go to the badlands or off-planet, since there's nothing to do. Now Sloane calls. Ugh. It's a mess.
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Post by dazk on May 9, 2024 9:38:15 GMT
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Post by KrrKs on May 9, 2024 19:21:27 GMT
I finally wrote some stuff down for this thread About what RedCaesar97 mentioned with the level cap: Since you can't even normally reach the level cap in one playthrough, i think its fine. IIRC i land around level 70, or even only 40 if speeding through the game. I would instead like more powers in each category, but that's another matter entirely. I completely agree with the AVP deliveries being able to stack! I think the biggest problem the game has is pacing. You get so many tasks and side quests at the start of the game, which slows that part down, and several of them can't even be progressed to the next phase until after Kadara or Elaaden unlock. Spacing those out more would help drastically, i think. What was already said in the other thread about having to go back to the Tempest or switch between Kadara and the Tempest multiple times to unlock the next part of some quest is really annoying and slowing down progress. It would have been better to allow a VidCall or whatever used to progress these quests from either anywhere or at least one point on each planet. Maybe even the outposts? That way those have additional meaning. Consumables: I don't like them, because i always forget that i even have them or think that ' i might need them more later' . Never mind that the Backup Live Support is pretty much useless in its vanilla state. I very rarely use Overdrive Packs and Cobra RPGs, So maybe trying make some of them more involved with the environment or something would be worthwhile? Like allowing Cobras to blow up certain walls or debries and open up otherwise unreachable or hard to reach areas. Let Overdrive Packs boosts the Nomad's speed or also reset squad-powers, or allow interacting with broken initiative tech in the world for some time. Like starting broken turrets or shield generators or something to that effect, similar to how the mako could be used to power those turrets on Nepmos in ME1. Ammo Consumables and powers could also be used more often to interact with the environment in some special way. Yeah i'm just fantasizing here i guess. For Backup Live Support i think i found a pretty good solution, with simply increasing its duration and allowing to stack several of them for increased protection. Of course the only planet where this actually matters is Voeld, which is kinda why i don't want to reduce its hazard level But then I also kinda like the environmental hazard mechanic, though the stated temperature numbers for the hazards are chosen weirdly. Also: Why i can't i see how many of those consumables i even have left when making the choice which one to equip in vanilla? Maybe not a 'small' thing, but I really would have liked seeing the outposts evolve over the course of the game. Prodromos is the only one where people have new things to say after some key story points, or where new people arrive after certain decisions. But even Prodromos does never actually have new quests or even visual changes to the surrounding. Aren't they supposed to be growing crops or something there as well, no matter what type of outpost you choose? Quicksave and Manual saves: Seems like a small thing, but i really miss(ed) those. I kinda understand why there are no manual saves during some parts of the game, but at least a quicksave slot should have been there from the start! And lastly, balance seems off in so many places. I mean, i still think that MEA in vanilla is the most balanced of all the Mass Effect games! ME2 without any dlc and only on normal difficulty might be really really close, but MEA has so many more options available over ME2 that its just not a fair comparison. Still, Some stuff seems off and i kinda don't even know how to do it better at most times. Take weapons for example: Some of them receive way more damage or other bonuses with each rank than others, that seems like an easy fix. But should a lowly Katana really compete with over-the-top hightech Piranhas or Dhans? What does the rarity even mean or imply? I tried my own attempt at balancing those, and its still not completely right. An Avenger is kinda crap, imo is supposed to be kinda crap. But it does everything, while high tier weapons should only do certain aspects really well - but this is again circumvented by augments and other 'outside' factors that complicate things. Powers are in a similar weird place, most are fine imo, but several powers or skill evolutions feel weird or useless. I still don't actually know what to do with those. Kahmu created some extensive overhaul mods that rebalance most aspects of the powers, but i don't like some of those changes either It probably doesn't help that i can't really decide whether i want fights in this game to be slow and methodically against few fearsome enemies or fastpaced and hectic against large waves of easily killed cannon fodder. But overall, especially with there being mods fixing bugs and most of the annoying stuff, i really like the game the was it is now.
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Post by Element Zero on May 9, 2024 20:40:09 GMT
I like the consumables, though I agree they are easy to ignore. Overdrive Packs are great for switching Favorites in combat. Switch, use an Overdrive, and resume without the global cooldown. Shield Capacitors are obvious. Life Support packs are pretty useless.
I don't mind environmental hazards, but they probably shouldn't be linked to temperatures. We are wearing a combat space suit. People in space suits shouldn't instantly freeze or melt in temperatures common to North America.
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Post by RedCaesar97 on May 9, 2024 22:55:11 GMT
Something that always annoys on Havarl, and particularly on Kadara, are the calls we must make from Tempest and/or the Outpost. dazk just mentioned this in the MEA daily thread. In a theoretical next game, it would be cool if they could integrate the omnitool a bit more, maybe presenting the menus as omnitool functions, and allowing things like story-scheduled calls to be made/triggered from such a menu. I know the hassle of heading into orbit to make a vidcall is probably a product of dwindling development time near the end. Still, having to leave Havarl to call Evfra, and return for quests, is tedious. Far worse is Kadara. Reyes calls. Finish his task, and there's absolutely nothing to do. Go to the badlands or off-planet, since there's nothing to do. Now Sloane calls. Ugh. It's a mess. Never thought I would miss Mass Effect 1's ability to enter and leave the Normandy without leaving the planet. There are always times where you need to go back to the Tempest (or Normandy in ME 2/3) to do something and you are forced to leave the planet to your thing, then have to land back on the planet again to continue what you wanted.
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Post by RedCaesar97 on May 9, 2024 23:12:31 GMT
Consumables: I don't like them, because i always forget that i even have them or think that ' i might need them more later'. Never mind that the Backup Live Support is pretty much useless in its vanilla state. I very rarely use Overdrive Packs and Cobra RPGs, So maybe trying make some of them more involved with the environment or something would be worthwhile? Like allowing Cobras to blow up certain walls or debries and open up otherwise unreachable or hard to reach areas. Let Overdrive Packs boosts the Nomad's speed or also reset squad-powers, or allow interacting with broken initiative tech in the world for some time. Like starting broken turrets or shield generators or something to that effect, similar to how the mako could be used to power those turrets on Nepmos in ME1. Ammo Consumables and powers could also be used more often to interact with the environment in some special way. Yeah i'm just fantasizing here i guess. For Backup Live Support i think i found a pretty good solution, with simply increasing its duration and allowing to stack several of them for increased protection. Of course the only planet where this actually matters is Voeld, which is kinda why i don't want to reduce its hazard level But then I also kinda like the environmental hazard mechanic, though the stated temperature numbers for the hazards are chosen weirdly. Also: Why i can't i see how many of those consumables i even have left when making the choice which one to equip in vanilla? This is venturing out of 'small changes' territory and into more design philosophy, but what if ammo consumables were weapon mods instead? I have the same issue with weapon mods in MEA as I do in ME3: namely most seem kind of useless, or certain mods are clearly better than others. Are you ever not taking a weapon damage mod? What I am thinking could make some sense: - only one mod slot per weapon - make ammo consumables a weapon mod - either remove weapon damage mods and increase effectiveness of other mods, OR remove all non-damage weapon mods and increase damage of weapon damage mods I use Cobra RPGs late game (once I get enough) on some characters to take out Architects faster. Mass Effect 1 had cold and heat hazards on planets. The hazard meter would fill up when you were outside the Mako. Getting back in the Mako would reduce the meter. Compare this to Mass Effect Andromeda, where the hazard appears to apply to the Nomad (on a vastly reduced scale) as well as Ryder, but getting back in the Nomad does not replenish the hazard meter. If you are nearly dead from heat or cold when you get back in the Nomad, exiting the Nomad later means you can die almost immediately if you did not fix the effects by entering a safe zone. A small change I would like to see is have the Nomad fix the effects of a hazard when you get back in. It would make some of the exploration and enemy encounter features a little more palatable.
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Post by dazk on May 10, 2024 0:22:24 GMT
I finally wrote some stuff down for this thread About what RedCaesar97 mentioned with the level cap: Since you can't even normally reach the level cap in one playthrough, i think its fine. IIRC i land around level 70, or even only 40 if speeding through the game. I would instead like more powers in each category, but that's another matter entirely. I completely agree with the AVP deliveries being able to stack! I think the biggest problem the game has is pacing. You get so many tasks and side quests at the start of the game, which slows that part down, and several of them can't even be progressed to the next phase until after Kadara or Elaaden unlock. Spacing those out more would help drastically, i think. What was already said in the other thread about having to go back to the Tempest or switch between Kadara and the Tempest multiple times to unlock the next part of some quest is really annoying and slowing down progress. It would have been better to allow a VidCall or whatever used to progress these quests from either anywhere or at least one point on each planet. Maybe even the outposts? That way those have additional meaning. Consumables: I don't like them, because i always forget that i even have them or think that ' i might need them more later' . Never mind that the Backup Live Support is pretty much useless in its vanilla state. I very rarely use Overdrive Packs and Cobra RPGs, So maybe trying make some of them more involved with the environment or something would be worthwhile? Like allowing Cobras to blow up certain walls or debries and open up otherwise unreachable or hard to reach areas. Let Overdrive Packs boosts the Nomad's speed or also reset squad-powers, or allow interacting with broken initiative tech in the world for some time. Like starting broken turrets or shield generators or something to that effect, similar to how the mako could be used to power those turrets on Nepmos in ME1. Ammo Consumables and powers could also be used more often to interact with the environment in some special way. Yeah i'm just fantasizing here i guess. For Backup Live Support i think i found a pretty good solution, with simply increasing its duration and allowing to stack several of them for increased protection. Of course the only planet where this actually matters is Voeld, which is kinda why i don't want to reduce its hazard level But then I also kinda like the environmental hazard mechanic, though the stated temperature numbers for the hazards are chosen weirdly. Also: Why i can't i see how many of those consumables i even have left when making the choice which one to equip in vanilla? Maybe not a 'small' thing, but I really would have liked seeing the outposts evolve over the course of the game. Prodromos is the only one where people have new things to say after some key story points, or where new people arrive after certain decisions. But even Prodromos does never actually have new quests or even visual changes to the surrounding. Aren't they supposed to be growing crops or something there as well, no matter what type of outpost you choose? Quicksave and Manual saves: Seems like a small thing, but i really miss(ed) those. I kinda understand why there are no manual saves during some parts of the game, but at least a quicksave slot should have been there from the start! And lastly, balance seems off in so many places. I mean, i still think that MEA in vanilla is the most balanced of all the Mass Effect games! ME2 without any dlc and only on normal difficulty might be really really close, but MEA has so many more options available over ME2 that its just not a fair comparison. Still, Some stuff seems off and i kinda don't even know how to do it better at most times. Take weapons for example: Some of them receive way more damage or other bonuses with each rank than others, that seems like an easy fix. But should a lowly Katana really compete with over-the-top hightech Piranhas or Dhans? What does the rarity even mean or imply? I tried my own attempt at balancing those, and its still not completely right. An Avenger is kinda crap, imo is supposed to be kinda crap. But it does everything, while high tier weapons should only do certain aspects really well - but this is again circumvented by augments and other 'outside' factors that complicate things. Powers are in a similar weird place, most are fine imo, but several powers or skill evolutions feel weird or useless. I still don't actually know what to do with those. Kahmu created some extensive overhaul mods that rebalance most aspects of the powers, but i don't like some of those changes either It probably doesn't help that i can't really decide whether i want fights in this game to be slow and methodically against few fearsome enemies or fastpaced and hectic against large waves of easily killed cannon fodder. But overall, especially with there being mods fixing bugs and most of the annoying stuff, i really like the game the was it is now. You have covered off everything I wanted to say but I think Pacing is the big one for me and in particular cutting down being trapped in talk fests and busy work missions. I tried to used consumables but never have since my first PT as the time I tried on Voeld they didn't work.
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Post by Element Zero on May 11, 2024 1:11:24 GMT
Another thing I'd change is Research and Development. I think the idea is great and it really adds to the game. Still, it has issues. Obviously, the balance is all out of whack. Any single-fire or burst-fire weapon with a good rate of fire can be made incredible with an autofire augment. This essentially makes three or four weapons the optimal choice. I think they would've patched this by nerfing those weapons, and I'm not sure that would've been the right answer. As KrrKs and others have said, weapons needed more work. I also have some small gripes about how Research works. Getting research points by scanning tech makes some gameplay sense, but creates some dissonance for me because of the imbalances it creates. I'm absolutely swimming in Heleus and Remnant research points in no time, because we scan their tech non-stop, beginning to end. Meanwhile, much of the Milky Way tech -- the stuff for which we brought fully realized schematics and have used for ages -- remains out of reach. Despite being a Pathfinder based out of the Nexus, we don't get much opportunity to accrue the necessary points (for our own tech) before Kadara. Even then, we will never have the deep reserves we will have for Heleus and Remnant tech. I don't propose that they just give us the best Milky Way gear free of research costs, but they probably could've made MW research points way more abundant. Maybe they thought they'd done enough with the Cryo Perk; but as RedCaesar97 said, no one wants to have to retrieve those aboard Tempest ever 30 to 45 minutes. I also think a few more schematics, beyond the legacy starter weapons, could've been "free". The X5 Ghost is billed as the Initiative's battle rifle, but we never see anyone outside the Pathfinder team use it. This game might've been a good opportunity to introduce the Ghost as the new Avenger, the new ubiquitous rifle. Either way, it's schematic should be free. Instead, it's over-priced even beyond the norm. It's categorized one tier too high for the augment slots it has. I'm sure they'd have fixed that, had they been given more time.
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Post by dazk on May 11, 2024 1:26:14 GMT
Quick Save button.
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Post by RedCaesar97 on May 12, 2024 17:10:50 GMT
And lastly, balance seems off in so many places. I mean, i still think that MEA in vanilla is the most balanced of all the Mass Effect games! ME2 without any dlc and only on normal difficulty might be really really close, but MEA has so many more options available over ME2 that its just not a fair comparison. Still, Some stuff seems off and i kinda don't even know how to do it better at most times. Take weapons for example: Some of them receive way more damage or other bonuses with each rank than others, that seems like an easy fix. But should a lowly Katana really compete with over-the-top hightech Piranhas or Dhans? What does the rarity even mean or imply? I tried my own attempt at balancing those, and its still not completely right. An Avenger is kinda crap, imo is supposed to be kinda crap. But it does everything, while high tier weapons should only do certain aspects really well - but this is again circumvented by augments and other 'outside' factors that complicate things. Another thing I'd change is Research and Development. I think the idea is great and it really adds to the game. Still, it has issues. Obviously, the balance is all out of whack. Any single-fire or burst-fire weapon with a good rate of fire can be made incredible with an autofire augment. This essentially makes three or four weapons the optimal choice. I think they would've patched this by nerfing those weapons, and I'm not sure that would've been the right answer. As KrrKs and others have said, weapons needed more work. I have been thinking about this for a few days (which I am sure is a bad idea), and I have some thoughts, not all of them coherent but I will try. I should preface this post by saying that I have not played this game as much as you have. I have only about a half-dozen playthroughs and have not seen a lot of gameplay information about this game (like I did the Mass Effect Trilogy), and have not experimented with as many of the mechanics or weapons as I probably should have. The weapon tiers (bronze, silver, gold, platinum/N7) in single player match the weapon tiers in multiplayer. As KrrKs points out, the rarity affects damage bonuses with each rank, but it also mostly affects how many augment slots each weapon gets and how many research points it takes to rank them up. I am unfamiliar with the weapon damage bonuses, but the augment slots annoys me more than the rest, and research points certainly matters a lot as well if you want to rank up a lot of weapons and armor. Should single player have weapon tiers/rarity? How do you balance weapon tiers/rarity in single player? I wonder how much the rarity/tiers should matter in single player? I think multiplayer got some weapon balance changes. How much should weapon balance matter in single player? At lower difficulties such as Normal, each weapon should perform just fine, although performance gets judged more harshly on higher difficulties such as Insanity. I personally have a lot of the same issues with MEA's weapon roster as I do ME3's weapon roster: I think there is a lot of overlapping or redundant weapons. For example, I think the Zalkin is a great performing (Silver) burst-fire assault rifle, but why use it when you have access to the (platinum/N7) Valkyrie that does essentially the same thing? And the Sweeper is cooldown-based burst-fire assault rifle. Another example would be the Cyclone and Soned, two assault rifles that have a ramping fire rate. I guess my point is you have some very similar-feeling weapons that do not do a lot to differentiate themselves. So how would you balance the similar weapons? Augments also affect weapons when crafting. Augments also affect armor. You have a handful of augments that are really good, while others feel pointless (I guess) or perhaps incredibly niche? And as Element Zero points out, some augments really benefit some weapons more than others. And this seems to feed into the weapons as well, where -- apart from some single-shot sniper rifles -- each weapon has a minimum 3-shot clip which seems intended to make them work with some specific augments that reduce clip size by 60% for example. Although I am curious if anyone would want an Ushior pistol that shoots a (very short duration) beam? This also brings me back into the number of augment slots. Weapons and armor can have 2-4 augment slots, 3-5 with the AVP reward that adds an extra augment slot. The basic (non-researchable) augments provide bonuses of +2% to +5% bonuses, depending on where it is slotted in crafting. Obviously these small amounts can add up, but I wonder if it would be better if -- when crafting -- each weapon and armor piece had only 1 augment slot? You could then increase the bonus amount of these basic augments to compensate, although that does not take into account the AVP reward for +1 augment slot. Should then that AVP reward be changed or removed? Likewise, do the special (researchable) augments require re-balancing? Or should some of them be scrapped entirely? For example, should you try rebalancing the augments that change how a weapon fires (single-shot, burst, fully-automatic, heat/cooldown) or do you make sure those types of weapons already exist so you would never have to craft such an item? Like if you already have a reload-based burst, single-shot, and fully-automatic set of assault rifles, should you also have cooldown, plasma bolt, and beam emitter versions of those assault rifles so you do not need those augments? Sorry for rambling. I have more questions than answers here. We have a bunch of systems feeding into each other which makes it harder to balance (or-rebalance).
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Post by dazk on May 13, 2024 1:11:56 GMT
RedCaesar97 I think your post not only reflects a lot of the games crafting system but also it's whole interface and menu structures. Everything is (especially the first few PT's) too sprawling and overly complicated. I am not one of those people like Element Zero or KrrKs who have the ability to analyse and figure out what has the best DPS, or what augments do what and whether they are stackable or you are wasting your time using two of the same. So for me the first PT in particular I just stuck it on story and ran with what I liked and what "seemed" to work best. In line with what I think you are partly trying to get across and certainly what I felt my first few PT's there was just too many options of everything and looking at the stat's it was hard to see what made one better than the other. There was certainly nowhere in game to really interrogate any of it other than shooting stuff and being shot at to figure it out. I am a lazy gamer and once I find something that works I have little interest in being overly explorative of options. I ran with the Ghost for ages till I asked EZ for a good AR build in MEA, 5 to 6 years ago. I almost exclusively use AR's in shooter games I like mid-range with some long-distance capability but EZ got me using The Hornet with a beam emitter (still carry it) and trying shot guns with seeking plasma. Can't use it the family complain it is too loud.
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Post by Element Zero on May 13, 2024 1:59:28 GMT
RedCaesar97, I think a lot of the questions and ideas you present are good. Of all the games, I prefer the way ME2 handled weapons. Some are inherently better, and that's fine. The same is true in real life. I appreciated that the biggest improvements you could gain came from research upgrades that applied evenly across categories. It's still "gamist", but far less annoyingly so for me. There was no arms race, leveling gear from I to X, and definitely none of the MP rarity nonsense. The latter really doesn't fit well in SP. I don't like clearly defined tiers and levels for weapons, as we have in ME3 and MEA. I'd say that such a system doesn't really belong in a single-player game. The absolute glut of weapons does make balance a huge challenge. How tightly can you balance them without stripping away their unique characteristics? I think ME3 probably had more "good" choices, because they didn't have crafting in the mix. ME3 also let us select squaddies' loadouts, giving at least an illusory feeling of extra depth. I like lots of choices, even if I eventually settle on a few favorites. So, for me they made the right choice in giving us options. That said, I could've been happy with far fewer; and we really needed more compelling choices. As you say, why use Weapon A when B is very similar and clearly superior? For many people, that's not a real choice at all. I think your proposed solutions works. The unique qualities should be built into the weapons themselves, rather than into augments. Crafting should've been reduced in scope into more of a "modification" system.
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Post by Element Zero on May 23, 2024 21:04:59 GMT
A small change or correction comes to mind a few times per playthrough. On the guns that look as if they have an upper and lower barrel, the lower barrel is the only barrel. It makes sense if you consider the flight path of the projectile. The upper "barrel" contains optics and/or targeting.
There is a disconnect between the lore keepers and the guys who bring it to our screens. In both ME3 and MEA, barrel mods are often (but not always) attached to the optics. On some guns, nerds like me can rationalize it away by saying, "It increases damage by enhancing accuracy." 😁 On some guns and with some mods this just doesn't work.
I like when the small details like this are tidy.
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