RageUnderFire
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Post by RageUnderFire on Nov 10, 2016 5:43:55 GMT
Fighting off random beasts in the wilderness
Boss battles
Original game was overkill on the RPG aspect. Mass Effect 2 did a great job. ME3 went too far on the shooter
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napoleon
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Post by napoleon on Nov 10, 2016 6:01:21 GMT
What?
Mass Effect 2 streamlined things way too much from Mass Effect 1. There was barely any choice involved when it came to weapons and skills. Mass Effect 3 was much better in that regard with a lot more skill and weapon customization.
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...lives for biotic explosions. And cheesecake!
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Post by Kappa Neko on Nov 10, 2016 8:26:34 GMT
Yeahhh, ME2 was a glorified rail shooter. Which I only realized after ME3 came out. Duck, shoot, duck, shoot... over and over. You could kill everything from one position. And your powers were basically useless because they ALL went into a long ass cooldown simultaneously. So the game forced you to shoot 90% of them time. It was fun at the time, but ME2 had definitely the least RPG elements. ME3 was a MASSIVE improvement in pretty much all respects in terms of gameplay. So much so that biotics became ridiculously overpowered but gosh, I loved it. Never even had to shoot my gun. Just go BOOOOOM!
I believe MEA will have the most RPG elements, which doesn't mean it will be the most fun. But you'll do a lot of resource gathering, base-building and crafting like in DAI. Which is cool IF done better this time.
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Post by Deleted on Nov 10, 2016 9:42:03 GMT
Maybe I'm in the minority, but I felt ME3 had the best gameplay and RPG elements. It just felt more refined and polished than the other two.
That said I am looking forward to the improved and or more detailed RPG elements in Andromeda.
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Post by Tylaen on Nov 10, 2016 9:51:01 GMT
I'm not certain why anyone would prefer the mechanics of M1 and M2, In comparison to M3 given it's vast improvements In both gun and power sound design, and the talent tree being vastly more engaging than the previous two.
M3 being "far too shooter" In comparison to M2 Is nonsense, as they are virtually identical a part from the new mobility options, if not examined closely.
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PhroX
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Post by PhroX on Nov 10, 2016 10:06:36 GMT
Being an RPG is about shaping your characters personality, making choices for them etc. You know...role playing. It has nothing to do with how "shootery" the combat is or the number of abilities you have or collecting resources....
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Post by SofNascimento on Nov 10, 2016 11:20:00 GMT
What? Mass Effect 2 streamlined things way too much from Mass Effect 1. There was barely any choice involved when it came to weapons and skills. Mass Effect 3 was much better in that regard with a lot more skill and weapon customization. ME2 had way more choices when it came to weapons and skill than ME1.
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Post by zipzap2000 on Nov 10, 2016 11:44:00 GMT
ME1 was terrible for roleplaying Shepard. But the skill tree was miles ahead of what we got in ME2 and so was side quests outside of loyalty missions.
Also weapon mods were stripped out of ME2.
However ME2 offers the most variables in terms of decision making and squad mate relationships/romance and has a bigger impact on ME3 than M1 has on 2.
Me3 was a good balance of the two and its skill tree was much improved, weapon mods etc.
In terms of roleplaying the story itself (not the protag) it's ME3 hands down and it's not even a competition.
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Post by Adhin on Nov 10, 2016 11:49:05 GMT
Definitely looking forward to MEA advancement on the 'mechanics' side of RPG, and the shooter side of things. I'm hoping for more RPG in the conversations as that was drained away from the series as it progressed. I think in large part due to there quick turn around period of 2 years. That and not having any of the games actually planned out prior to deciding on it being a 'series'. Then again they made DA2 in a year flat and that had far more 'RPG' building on the conversation side sooo... whatever.
On the whole 'Base Building' I think people might be taking that a bit... wrong. I highly doubt we actually 'build bases'. I think the whole base outposts thing is basically camps from DAI. We'll Nomad(Mako) around, find a suitable location to setup a base (camp) and fall in the engineers. The game will fade to black, do a quick load and poof - base with all the crap we need to do 'stuffs' with out having to leave the planet.
I'd also imagine the bases have a landing point for the Tempest. I know a lot of people cringe at the idea of military landing there ship on the planet but, fuck it it's not the military. And I'm looking forward to picking a planet, flying in, walking from the bridge to the Cargo bay, getting into the Nomad and driving out onto the planet seamlessly.
Makes me wonder if we have to get 'to' the ship to leave the planet, and if so the bases might be quick leave points. Depends how seamless they want that being I think. Personally I hope so, or if you can call the ship to a nearby suitable landing location like a vertibird in FO4 I'd be down for that.
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Post by SofNascimento on Nov 10, 2016 13:56:33 GMT
But the skill tree was miles ahead of what we got in ME2 and so was side quests outside of loyalty missions. Not really. ME1's skill tree was a mess. You can post a picture of either from each game and someone who didn't play the games might believe ME1's is more elaborated and complex, but in truth, it was just convoluted. For example, you need to spend skill points to use weapons, many skill points were meaningless and only changed a skill when you invested several points. All ME2 did was strip the junk away.
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Post by Heimdall on Nov 10, 2016 14:00:23 GMT
But the skill tree was miles ahead of what we got in ME2 and so was side quests outside of loyalty missions. Not really. ME1's skill tree was a mess. You can post a picture of either from each game and someone who didn't play the games might believe ME1's is more elaborated and complex, but in truth, it was just convoluted. For example, you need to spend skill points to use weapons, many skill points were meaningless and only changed a skill when you invested several points. All ME2 did was strip the junk away. Yep, stripping away the weapon skills especially was a great move. I loved that I could effectively use my whole arsenal in ME2+3 (3 had a weight penalty, but I never let that stop me)
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Ivory Samoan
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Post by Ivory Samoan on Nov 10, 2016 14:04:59 GMT
I'm a min-maxer all day, so a deep loot and upgrade system is what I love: also crafting. ME:A sounds like it will scratch those RPG itches nicely for me
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Post by Iakus on Nov 10, 2016 15:38:17 GMT
Maybe I'm in the minority, but I felt ME3 had the best gameplay and RPG elements. It just felt more refined and polished than the other two. That said I am looking forward to the improved and or more detailed RPG elements in Andromeda. The gameplay elements of ME3 were fine, but the role-playing was ass. Arguably the worst of the three I wasn't playing my Shepard. I was playing Mac's
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Post by Ivory Samoan on Nov 10, 2016 17:32:21 GMT
OP, you are rambling some odd stuff: Red Sand binge? XD
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Post by fenris on Nov 10, 2016 17:38:53 GMT
Being an RPG is about shaping your characters personality, making choices for them etc. You know...role playing. It has nothing to do with how "shootery" the combat is or the number of abilities you have or collecting resources.... OMG THANK YOU! I wanted to say that as I was reading the comments! What does RPGness has to do with the combat or skill system?! That's like saying Diablo is an RPG because you can choose between 3 classes with different skills (I hear people say that, I kid you not!). As a P&P RPG player, it always bugged me that people confuse game elements like that The only thing RPGy about Mass Effect is the renegade-paragon choices and conversation options... That's about it. In the Dragon Age franchise, only DA2 had some resemblence to RPG conversation choices which made conversations fun, but had no real effect on the game. In ME you barely get the RPG choices, but the effect on the game is much greater. In that regard, it is almost impossible to make an actual RPG with a computer game. And anyone who calls MMOs "MMO RPG" should be executed Maybe the new president can be convinced to do that
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Post by theflyingzamboni on Nov 10, 2016 17:53:07 GMT
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RageUnderFire
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Post by RageUnderFire on Nov 10, 2016 18:44:54 GMT
OP, you are rambling some odd stuff: Red Sand binge? XD Krogans don't die. We chug Ryncol and move to Androma
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Post by Kappa Neko on Nov 10, 2016 19:07:35 GMT
For me the ME3 combat was more RPG-like than ME2 because I could CHOOSE to never shoot my weapon and still be able to finish the game. It's entirely up to the player how they want to fight in this game. And that's just awesome. And I really hope MEA is like that too. I've heard the "this is not an RPG" discussion so many times, it's a bit tiresome. Everybody has a different definition of it. And what does it matter WHAT exactly Mass Effect is? As long as it's fun I personally don't care. As a kid the first RPGs (that apparently aren't RPGs by some people's definition) I played were the Final Fantasy series and other JRPGs. So my understanding of the genre was basically: long ass game with confusing complicated story where you control different characters and level them up. Has always been good enough for me.^^
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Post by zipzap2000 on Nov 10, 2016 23:47:59 GMT
But the skill tree was miles ahead of what we got in ME2 and so was side quests outside of loyalty missions. Not really. ME1's skill tree was a mess. You can post a picture of either from each game and someone who didn't play the games might believe ME1's is more elaborated and complex, but in truth, it was just convoluted. For example, you need to spend skill points to use weapons, many skill points were meaningless and only changed a skill when you invested several points. All ME2 did was strip the junk away. Tying classes and weapon use to the skill tree actually proves my point. Where you say convoluted I say it had depth.
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Post by Sartoz on Nov 11, 2016 0:36:47 GMT
Being an RPG is about shaping your characters personality, making choices for them etc. You know...role playing. It has nothing to do with how "shootery" the combat is or the number of abilities you have or collecting resources.... ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
Yes and Andromeda's hero's journey definitely sounds like a RPG!
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We destroy them or they destroy us.
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Post by bshep on Nov 11, 2016 0:43:07 GMT
What? Mass Effect 2 streamlined things way too much from Mass Effect 1. There was barely any choice involved when it came to weapons and skills. Mass Effect 3 was much better in that regard with a lot more skill and weapon customization. This.
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Post by Ivory Samoan on Nov 11, 2016 4:09:07 GMT
OP, you are rambling some odd stuff: Red Sand binge? XD Krogans don't die. We chug Ryncol and move to Androma I stand by the Red Sand theorem lol XD
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Post by KaiserShep on Nov 11, 2016 4:40:20 GMT
I don't think ME1 was overkill; I just think it was kind of poorly designed and was encumbered by its ridiculous inventory system. And personally, I hate weapons restrictions for classes and was glad to see ME3 be rid of that crap. If I want to be a shotgun infiltrator or a sniper vanguard, I should be able to do it. I'm playing an elite space marine for Shiagur's sake. In any case, the thing I'm concerned about the most is the actual range of options we have for our character beyond combat. If I have a wide variety of choices to establish the type of person I want my PC to be, I'll happily deal with clumsy gunplay and a cumbersome inventory system.
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Post by Deleted on Nov 11, 2016 5:05:12 GMT
I am so curious to see how our 'gray choices' in dialog and decisions will shape our Ryder's 'role', both in what we can do and how our protag will be perceived by other game characters. I recall in ME-2 that if the ME-1 Shepard did not save the Council then (only) a few Citadel deinzens would say nasty things to or about Shep. I am so interested to see how role-playing will be improved in Andromeda. There were many decisions in ME-2 and -3 that were defined by BW as right or wrong that I disagreed with. I like to think that all of my decisions are right! Lol.
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Post by SofNascimento on Nov 11, 2016 10:31:48 GMT
Not really. ME1's skill tree was a mess. You can post a picture of either from each game and someone who didn't play the games might believe ME1's is more elaborated and complex, but in truth, it was just convoluted. For example, you need to spend skill points to use weapons, many skill points were meaningless and only changed a skill when you invested several points. All ME2 did was strip the junk away. Tying classes and weapon use to the skill tree actually proves my point. Where you say convoluted I say it had depth. Could you elaborte? For example, how a Adept carrying a Sniper Rifle that he can't even aim is depth? Or having to level up several levels until your weapon actually becomes useful and not make combat less of a chore? No matter if you're a soldier or a Vanguard. The only cool thing about weapon skill was the unique-ish (and very simple) ability tied to each weapon. But those are still in ME2 and ME3, but in a much more elaborated way. If I'm not mistaken each skill in Mass Effect had 12 points to purchase, from those, between 9 and 10 were stuff like "use 1 skill point to 1% increase and damage". How is that depth as well?
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