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Post by cryptic137 on Nov 25, 2016 22:09:35 GMT
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Post by Vall on Nov 25, 2016 22:13:45 GMT
That last GI article made MP sound like table missions, but with a twist that you can hop in through pause and do them yourself.
Or well, at least that's how I understood that...sounds pretty interesting if that's what it is.
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drfeelgood2002
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
XBL Gamertag: drfeelgood2002
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Post by drfeelgood2002 on Nov 25, 2016 23:23:19 GMT
I didn't see this posted anywhere. If someone has posted it, then apologies for repeating it. This is from Game Informer in regards to the multiplayer. Saw them post a link this morning on twitter. Source: www.gameinformer.com/b/features/archive/2016/11/25/five-major-changes-to-mass-effects-multiplayer-and-one-big-question.aspxThe Mass Effect series is built on a single-player foundation, but Mass Effect 3 added a compelling cooperative multiplayer mode. That was a risky move for a story-driven RPG, but it paid off for BioWare, drawing in many players who normally stuck to the series’ solo campaign. Multiplayer returns in Mass Effect Andromeda, and we got to play a few rounds when we visited BioWare’s Montreal studio. If you enjoyed Mass Effect 3’s multiplayer offering as much as we did, then you’ll probably be happy with what the team has in store with Andromeda. However, this new iteration isn’t just recycling the same mechanics. The framework is similar, but BioWare is making some key changes to make the experience deeper and more rewarding for players of all skill levels.
1. Less Hunkering One critical strategy in Mass Effect 3’s multiplayer was figuring out the most defensible points on each map, and then staying in those spots for as many waves as possible. While increasing pressure from advancing enemies certainly made combat feel dangerous, hiding behind a few crates for the majority of a match isn’t the most exciting way to approach multiplayer. Andromeda is doing more to keep players on the move. For instance, some enemies are specifically designed to flush you and your team out of hiding, while others are intended to force you into cover. When each of those foes are on the map, no one location is easily fortified, so you have to spend more time out in the open and fending off foes on the run. That may have been a death sentence in Mass Effect 3, but the new powers and mobility options you have in Andromeda are tailored to these situations. Defensive play is still important, but now players have more offensive options, and more variety in the combat scenarios that arise. “The first thing everyone will notice is how dynamic it is,” says producer Fabrice Condominas. “Everything is more fluid, fast-paced, there’s a lot of action going on. The controls are also more responsive. All of that is on purpose; we really wanted to increase the dynamism and how accessible it is while retaining the depth and going more into layers.” 2. Power Cooldowns The gunplay in Mass Effect 3 was fun, but the main feature that set the multiplayer apart was how you used your special powers – both by yourself and in coordination with your team. The team is amplifying this in Andromeda by putting powers on individual cooldown timers, rather than having them all attached to a single global timer. That may not seem like a big deal, but the increased versatility and initiative it affords you in combat makes a significant difference. In Mass Effect 3, the global timer meant that you were briefly locked out of all of your powers when you used any one of them. This made some players hesitant to use a power in a tight spot for fear that a more pressing demand for a different power was just around the corner. That’s not a concern anymore; when you use a power, you only need to wait for that particular timer to recharge. That gives you more freedom to use the tools at your disposal. “You can dump everything at once if you want to, or strategize and hold off until the right situation,” says lead designer Ian Frazier. “So you can do a lot more interesting combinations.” The global timer also made it challenging to prime and detonate powerful combo moves solo. With that restriction removed, you have more access to these techniques within your own repertoire – though you should still coordinate with teammates to get the most out of them. 3. The Jetpack All of the obvious advantages you would expect from a jetpack are present in full force. You can hover above enemies, quickly surmount obstacles, and maneuver quickly from side to side. It has limitations, but going airborne is still fun (once you get used to being mapped to the button that made you take cover in Mass Effect 3). “It’s not a permanent rocket that you use to fly around,” Condominas says. “There is a beginning and end to them – a momentum curve – based on when you do your input.” However, another important aspect tied to the jetpack is a new element of verticality to multiplayer maps. Even though Mass Effect 3’s maps had different tiers, you had to move between them using either ladders or ramps, which slowed down the action. The jetpack allows you ascend quickly and easily, which makes the battlefields feel more interesting and unpredictable. In one session we played, an elevated command room separated lower platforms on either side. The higher ground (and superior cover) make it desirable, but it isn’t impenetrable. By tossing a singularity to take the exposed enemies out, our team was able to swiftly fly up into the room and wipe out the remaining foes – regular Kett grunts. We then used our advantageous position to fire down at enemies on the opposite side. The fluidity is difficult to describe, but when you use the jetpack, the freedom of movement feels like a big step up. 4. Going Shopping The blind card packs are returning for Andromeda, so the new weapons, character kits, and items you obtain are determined by luck. You buy the packs with in-game currency you earn from playing. You can also purchase them with real money, which doesn’t give you access to anything that you can’t buy with the in-game alternative. Even so, if there’s a particular weapon you want, or a race/class combination, it can be frustrating to burn through pack after pack and never have the cards come up in your favor. Andromeda provides players a way to bypass the grind. You now have access to a store that sells a limited assortment of loot on a rotating basis. Yes, there’s still an element of chance involved in what items the store sells, but at least you know what you’re getting. “If you don’t want to be at the mercy of the random number generator for the cards, you’re still at the mercy of what’s in the store right now, but it’s like, ‘Oh, that’s the Black Widow and I really want it!’” Frazier says. “You can buy them with real-world money if you want to, but again, nothing requires that.” If you want to shop at the store, you need to spend “mission funds,” a new currency different from the credits you use to purchase blind packs (but which are still acquired by playing the game). 5. Prestige One of the biggest challenges for any multiplayer mode is hanging onto players over time. Long-term rewards help to keep them invested beyond the simple enjoyment of playing a fun game. Mass Effect 3 saw continued support for a year after release, but even so, the progression plateaued. “If you really got into the ME 3 multiplayer, you could always collect more cards and get more items, but at a certain point, you’re playing because you like to play,” Frazier says. “There was no systemic benefit at a certain point.” Andromeda addresses that with the concept of prestige XP. As you play, you accrue prestige XP alongside standard XP. Instead of being used to advance a single character, prestige XP accumulates across a particular character styles. For instance, characters that occupy a tank role in combat share prestige progress, so any time you play one of those kits, you earn XP building toward their next prestige level. When you hit that threshold, you earn a bonus – like a health boost – across all characters (not just the tanks). The more you play, and the more you vary your playstyle, the more of these prestige bonuses you will earn. This is a slower burn than standard progression; we didn't get enough hands-on time at BioWare Montreal to see the prestige mechanics in action, but the idea has us excited to sink time into Andromeda's multiplayer. The Big Question: Campaign Tie-In The most conspicuous mystery surrounding multiplayer right now is its connection to the single-player adventure. The team has confirmed that such a connection exists – this isn’t like Dragon Age Inquisition, where the multiplayer mode has no effect on your campaign. However, BioWare also knows that many fans didn’t like how Mass Effect 3 effectively twisted your arm to engage with multiplayer by tying it to your galactic readiness – and thereby impacting your ending. The degree to which single-player and multiplayer are linked falls somewhere between those two extremes. Here are a few things we know for sure: The mission funds you obtain in multiplayer have “tendrils going out into the rest of the game,” according to Frazier. In the single-player demo we saw, there was an option on the pause menu to jump straight into multiplayer. “You will have possibilities to send teams to complete kind of side missions, or to do it yourself in multiplayer,” Condominas says. “That’s the idea.” The team doesn’t want solo players to feel like they are obligated to play multiplayer. “If you feel cheated, we’ve done something wrong,” Frazier says. We’ll certainly learn more about the bridge between the two modes in the months to come, but for now, fans will have to settle for speculating about it.
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Ernie
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Post by Ernie on Nov 26, 2016 2:11:30 GMT
I am really afraid of that individual cooldown thing. It has the potential to change a lot. Will infiltrators be negatively impacted by it? Does it mean that cooldownds, in general, will be longer? Is it intended to help out the casuals or to hinder the advanced players? Does it mean that a weapon weight penalty is going away? There is a million questions, of which maybe one or two might get vague answer.
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akots
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: akots
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Post by akots on Nov 26, 2016 2:54:00 GMT
I am really afraid of that individual cooldown thing. It has the potential to change a lot. Will infiltrators be negatively impacted by it? Does it mean that cooldownds, in general, will be longer? Is it intended to help out the casuals or to hinder the advanced players? Does it mean that a weapon weight penalty is going away? There is a million questions, of which maybe one or two might get vague answer. It will probably be similar to Inquisition. Not a big deal unless they will make a lot of 30 second cool downs when you have very long breaks and cannot use any powers. It takes some time to get used to but otherwise, it worked reasonably well. I'm afraid that infiltrators might be harder to play similar to infiltrator classes in DAIMP which were actually barely usable even after a few buffs and remained the weakest characters even after these buffs. It also seems like promotion system is already decided. Which is quite sad as it turns the whole thing into a grind for experience racing towards invincibility. On a bright side, seems like the store will see at least some minor improvement.
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Cyberzombie
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Origin: GrantMPCredits
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Post by Cyberzombie on Nov 26, 2016 3:27:07 GMT
1.One critical strategy in Mass Effect 3’s multiplayer was figuring out the most defensible points on each map, and then staying in those spots for as many waves as possible.
Sure you could do this, but it's not really going to work that well on most platinum maps. Most of the time you want to be constantly moving around the map.
2. Power Cooldowns
I like this personally, being able to unload a bunch of powers in a short period of time. Biotic asplosions ftw!
3. The Jetpack
Yeah, whatever. As long as it's not buggy as hell.
4. Going Shopping
This does sound good, being able to save up currency to buy that 1 particular item you really really want instead pure RNG. On a side note, perhaps they could consider telling the SW:TOR development team about this amazing idea!
5. Prestige
So yeah, it was all good until this point. Now, it's all bad.
Also, I wanted to emphasis this point:
One of the biggest challenges for any multiplayer mode is hanging onto players over time. Long-term rewards help to keep them invested beyond the simple enjoyment of playing a fun game. Mass Effect 3 saw continued support for a year after release, but even so, the progression plateaued. “If you really got into the ME 3 multiplayer, you could always collect more cards and get more items, but at a certain point, you’re playing because you like to play,” Frazier says. “There was no systemic benefit at a certain point.”
So, yes, the point is people play because they like to play, not because they like to grind Prestige. The game is enjoyable to play when it's balanced. People don't need some 'systemic benefit' in order to enjoy playing the game.
I mean, why do you think ME3MP maintained a much larger player base long after DAMP came and went?
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Ernie
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Origin: DustyArmour (ex. ernesto_bih)
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Post by Ernie on Nov 26, 2016 13:04:05 GMT
I am really afraid of that individual cooldown thing. It has the potential to change a lot. Will infiltrators be negatively impacted by it? Does it mean that cooldownds, in general, will be longer? Is it intended to help out the casuals or to hinder the advanced players? Does it mean that a weapon weight penalty is going away? There is a million questions, of which maybe one or two might get vague answer. It will probably be similar to Inquisition. Not a big deal unless they will make a lot of 30 second cool downs when you have very long breaks and cannot use any powers. It takes some time to get used to but otherwise, it worked reasonably well. I'm afraid that infiltrators might be harder to play similar to infiltrator classes in DAIMP which were actually barely usable even after a few buffs and remained the weakest characters even after these buffs. It also seems like promotion system is already decided. Which is quite sad as it turns the whole thing into a grind for experience racing towards invincibility. On a bright side, seems like the store will see at least some minor improvement. Just done sending my questions to the Twitter guy, hope they will be able to offer some explanation in the upcoming presentations. Stealth system in the game is broken, and I don't see them making major improvements on the issue. Therefore, I think infiltrators will be drastically nerfed Stealth system in the game is broken, and I don't see them making major improvements on the issue. Therefore, I think the infiltrators will be underpowered in this game. Unless they give Tactical Cloak ability to cover cooldowns of other powers which is highly unlikely. Right now I cannot see any experience improvement from this 'feature'. With global cooldowns, my vanilla adept can chain 3 BE in 10(ish) second windows without any troubles. While you may dump all your powers all at once and get instant explosions, i don't see the powers being spammy as in this ME. Which means you will have to rely on your gun, and as we all know, guns are difficult to obtain. Maybe that's why they are making the store a bit more friendly. Makes sense from their side to hinder power users, because powers are the only thing you get without relying on the RNG store. I never hoped so much that something bugs out, and they have to give us back the global cooldown. Out of all things that needed fixing, they chose to change the one that worked perfectly fine and was actually one of real advantages of this game.
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Post by Pearl on Nov 26, 2016 14:34:25 GMT
Frankly I think the Prestige system is a far bigger problem than them getting rid of the global cooldown on powers.
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Ernie
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It's me alright
Games: Mass Effect Trilogy
Origin: DustyArmour (ex. ernesto_bih)
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Post by Ernie on Nov 26, 2016 14:53:26 GMT
Frankly I think the Prestige system is a far bigger problem than them getting rid of the global cooldown on powers. I share your opinion, I am merely implying that Prestige system isn't the only big problem, as both of these things have the potential to ruin the whole multiplayer experience on their own. Just feeling that individual cooldown doesn't get enough attention. I cannot imagine how it would look if both go the wrong way.
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It's me alright
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Origin: DustyArmour (ex. ernesto_bih)
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Post by Ernie on Nov 26, 2016 23:17:53 GMT
If anybody is concerned about the cooldowns, please feel free to tweet it or in whatever appropriate and polite way push for the actual answers. Just to make sure we get the answers to make the image clear as possible.
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Post by Kenny Bania on Nov 27, 2016 2:41:29 GMT
If anybody is concerned about the cooldowns, please feel free to tweet it or in whatever appropriate and polite way push for the actual answers. Just to make sure we get the answers to make the image clear as possible. A better medium than tweets? Like say......a forum? Fucking knobheads.
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Claymore & Drell
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Post by Deerber on Nov 27, 2016 13:27:39 GMT
If anybody is concerned about the cooldowns, please feel free to tweet it or in whatever appropriate and polite way push for the actual answers. Just to make sure we get the answers to make the image clear as possible. A better medium than tweets? Like say......a forum? Fucking knobheads. So, a good friend of mine in battlefront asked me if the DAI MP is any good. What should I answer?
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Post by Kenny Bania on Nov 27, 2016 14:01:00 GMT
A better medium than tweets? Like say......a forum? Fucking knobheads. So, a good friend of mine in battlefront asked me if the DAI MP is any good. What should I answer? [sarcasm]It's the most fantabulous multiplayer experience since Goldeneye on the N64.[/sarcasm]
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Claymore & Drell
Games: Mass Effect Trilogy, KOTOR, Baldur's Gate, Neverwinter Nights
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Post by Deerber on Nov 27, 2016 16:37:41 GMT
So, a good friend of mine in battlefront asked me if the DAI MP is any good. What should I answer? [sarcasm]It's the most fantabulous multiplayer experience since Goldeneye on the N64.[/sarcasm] Goldeneye *_*
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Origin: GrantMPCredits
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Post by Cyberzombie on Nov 27, 2016 21:22:56 GMT
Frankly I think the Prestige system is a far bigger problem than them getting rid of the global cooldown on powers. I share your opinion, I am merely implying that Prestige system isn't the only big problem, as both of these things have the potential to ruin the whole multiplayer experience on their own. Just feeling that individual cooldown doesn't get enough attention. I cannot imagine how it would look if both go the wrong way. If you played DAMP you would not be giving equal weight to these two issues. The global cooldowns may change the game, but don't threaten to ruin it, at least in a general sense. Only if you are obsessed with one particular playstyle that may or may not be diminished by global cooldowns. There isn't really any evidence that Infiltrator is going to not be OP anymore is there? If they had classes, that is. Prestige system does threaten to ruin the game. With this system you can one-shot-kill things without cloak anyway, so the cooldown is irrelevant. Don't even need to headshot. Class/skill/weapon balance is much easier to address after release than the Prestige system. If they continue thinking Prestige is a gud idea, and release the game with it in, they won't remove it afterwards. They considered removing it in DAMP but decided not to, because they feared the backlash from people who had already promoted so many times. The realized something was wrong with the system, but decided to keep it, and then decided to include it in their next game. Honestly, I don't think anything anyone says or does is going to convince them to use logic or reasoning.
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Post by Ernie on Nov 27, 2016 22:42:23 GMT
If you played DAMP you would not be giving equal weight to these two issues. The global cooldowns may change the game, but don't threaten to ruin it, at least in a general sense. Only if you are obsessed with one particular playstyle that may or may not be diminished by global cooldowns. There isn't really any evidence that Infiltrator is going to not be OP anymore is there? If they had classes, that is. I haven't played any DA nor do I intend to. That's why I am not really vocal when it comes to the issue of the prestige system. There are people who played it and realize all flaws of that system, while realizing what makes ME3MP so great. You people have much greater idea what to say about that issue than I do. I can only agree and give my support. That being said, I will repeat myself, I do not think these issues share equal weight. Furthermore, I think comparing two issues is a bad way to deal with them, not just in this situation, but generally in life. Because, in doing so there is a risk that one of them might be unsolved. Right now, we even don't know if those are the actual issues because we still don't have the required info to judge so. All we can do at the moment is to ask for answers and hope they can help us understand the situation. Same thing you are saying about one of my main concerns applies to your concern as well, that's why I am merely trying to get a clear image. Point is that there is a reason for all of us to have our anxieties. Almost all of the characters in the game are dependent on the duration of cooldowns, even infiltrators. There are only so few characters that don't depend on power usage like N7 Destroyer , or characters that can afford to occasionally use a power like KroGuard or N7 Demolisher. Giving us individual cooldowns brings risk of longer cooldowns in general which will make us more dependent on weapons (which will mean more spending in store in order to get them, which might increase microtransactions)... Will you be able to trigger the same amount/more/less biotic explosions/tech bursts/fire explosions in same time window in Andomeda??? for more, refer to my previous posts, although those aren't my only concerns, but a lot of boils down to those questions. Prestige system does threaten to ruin the game. With this system you can one-shot-kill things without cloak anyway, so the cooldown is irrelevant. Don't even need to headshot. You can't headshot with Venom anyways, silly Again, you are comparing two issues, something that I won't do personally because I don't see it productive. It might be a bigger issue, but why stop on just a one issue when there are other issues as well? Class/skill/weapon balance is much easier to address after release than the Prestige system. If they continue thinking Prestige is a gud idea, and release the game with it in, they won't remove it afterwards. They considered removing it in DAMP but decided not to, because they feared the backlash from people who had already promoted so many times. The realized something was wrong with the system, but decided to keep it, and then decided to include it in their next game. Honestly, I don't think anything anyone says or does is going to convince them to use logic or reasoning. Individual cooldowns will be in the core of mechanics, something that will not change for sure if it is released with the game. They didn't remove it because it was too late for doing so. With enough voices that come from our dedication to the game, we can prevent that so that bad things don't get put in the game in the first place. As you said, they were afraid of the backslash. We can use it as a mean of prevention instead of dealing with the consequences of a bad product.
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Cyberzombie
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Post by Cyberzombie on Nov 28, 2016 0:05:57 GMT
we even don't know if those are the actual issues because we still don't have the required info to judge so. All we can do at the moment is to ask for answers and hope they can help us understand the situation. This is true. We do know that Prestige was really bad in DAMP, and as a concept it is flawed not only in terms of game balance but also in terms of the reasoning for having it in the first place. However it looks like the reason EA wants it is because they are going to sell XP boosters in the cash shop. So I guess it is logical in a way, design it to milk as much money as possible out of the casual crowd. Hardcore players are not really beneficial to EA because they don't spend money on consumables and don't get bored and go and purchase other EA games. They'll probably still buy the game though, so win/win.
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Post by Ernie on Nov 28, 2016 1:17:45 GMT
However it looks like the reason EA wants it is because they are going to sell XP boosters in the cash shop. So I guess it is logical in a way, design it to milk as much money as possible out of the casual crowd. Hardcore players are not really beneficial to EA because they don't spend money on consumables and don't get bored and go and purchase other EA games. They'll probably still buy the game though, so win/win. Exactly! We all know EA too well, they are after every penny they can squeeze out of player base. Judging on that, every change is a reason to be concerned because they just wanna milk it. Same for the prestige system, same for the individual cooldownds, same for everything else that comes our way with the new updates.
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Post by bullwinkl3 on Nov 28, 2016 3:36:38 GMT
"The mission funds you obtain in multiplayer have “tendrils going out into the rest of the game,” according to Frazier"
I read this as meaning that the multiplayer and single player games are more closely related than in ME3. Does it mean that the funds you manage to raise in multiplayer somehow affect the single player game?
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Post by Deleted on Nov 28, 2016 15:28:06 GMT
"The mission funds you obtain in multiplayer have “tendrils going out into the rest of the game,” according to Frazier" I read this as meaning that the multiplayer and single player games are more closely related than in ME3. Does it mean that the funds you manage to raise in multiplayer somehow affect the single player game? Hmm, I got the exactly opposite - they are less related than in ME3, when the Galaxy Readiness was part of the SP earned through the MP.
I am a bit worried about the jet-pack, but that's me personally, because I have not played with vertical axis, save for GSF in SWTOR, and I am wondering how the combat will be changed because of that. I don't mind trying new things, but well, I am always worried about too many keybinds.
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Post by Ernie on Nov 28, 2016 16:10:07 GMT
I am always worried about too many keybinds. [/p][/quote] You got a keyboard, you got a few fingers at least, you shall do fine.
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Post by Deleted on Nov 28, 2016 16:16:22 GMT
I am always worried about too many keybinds. [/p]
Ah, but I prefer playing a video-game, not a piano concerto.
On a serious note, I do find it easier on the mind to handle the movement on my left hand, while all the fighting stays on the mouse. I've been spoiled by only needing the first two rows of the mouse in ME3MP atm, and, frankly over the past year, ever since leaving SWTOR.
Also, I'd love them to have different keybinds sets for the MP and SP, because well, I wanna.
But, maybe, just maybe, I will end up happy if it has more binds, because I am secretly looking to justify upgrading my incredibly well-built Razer mouse to the next generation one with that spiffy concave side-buttons panel and the bendy wheel that gave me shivers. I seriously, I can't believe the mouse is 3 years old, and not a glitch. Weren't modern tech supposed to be junk that breaks every few months?!
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Post by Pounce de León on Nov 29, 2016 13:13:09 GMT
Fuck me - another outlet trumpetting about "exciting prestige system". Do they get prepared checklists what to write or do they simply have no idea?
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Post by Deleted on Nov 29, 2016 15:51:02 GMT
I skipped DAI MP; what's wrong about this prestige system? From the outside it doesn't look very exciting indeed, but it also doesn't look like something to be afraid of. At least there is some rewards in promoting characters.
I'm more worried about jetpacks. I hope it's nothing like the turians' jetpacks, or the Battlefront ones.
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Post by patrickbateman on Nov 29, 2016 16:43:33 GMT
I skipped DAI MP; what's wrong about this prestige system? From the outside it doesn't look very exciting indeed, but it also doesn't look like something to be afraid of. At least there is some rewards in promoting characters. I'm more worried about jetpacks. I hope it's nothing like the turians' jetpacks, or the Battlefront ones. It is, the promotion system in DAMP was it's biggest flaw, once you promoted enough you became practically invincible and the game was nothing more than a mindless face roll, one of the main reason for why that game attracted so few players and died as quickly as it did.
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