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Post by Link"Guess"ski on Jan 10, 2017 20:39:52 GMT
I've been guessing we have only 3 active abilities available at a time. They want to do away with pausing while making it as accessible to console players so once agian PC users get the short end of the stick despite being able to use all 8 abilities in real time in the trilogy
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Post by spacebeetle on Jan 10, 2017 20:50:00 GMT
I've been guessing we have only 3 active abilities available at a time. They want to do away with pausing while making it as accessible to console players so once agian PC users get the short end of the stick despite being able to use all 8 abilities in real time in the trilogy Should even this be true, since when console players are in need of preferential treatment of this magnitude? Since when is ok for them, for anyone for the matter, to desire a dumbed down system instead of a full fleshed out one? Maybe it has to be more complex, sure, but it is at the same time way more rewarding when mastered. Poor gameplay mechanics (and here I’m talking in a general sense) are never ok, and they don’t magically becomes so because they are “console friendly”. Let’s break this kind of stereotype, shall we?
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Post by Iakus on Jan 10, 2017 22:25:21 GMT
I've been guessing we have only 3 active abilities available at a time. They want to do away with pausing while making it as accessible to console players so once agian PC users get the short end of the stick despite being able to use all 8 abilities in real time in the trilogy Should even this be true, since when console players are in need of preferential treatment of this magnitude? Since when is ok for them, for anyone for the matter, to desire a dumbed down system instead of a full fleshed out one? Maybe it has to be more complex, sure, but it is at the same time way more rewarding when mastered. Poor gameplay mechanics (and here I’m talking in a general sense) are never ok, and they don’t magically becomes so because they are “console friendly”. Let’s break this kind of stereotype, shall we? Seems to be since they went to a Frostbite engine. Note DAI had similar unnecessary "streamlining" as well
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Post by goishen on Jan 10, 2017 22:30:05 GMT
Only Shepard had tons of active powers. We will be more like the norm with our Ryders (while also being special with the profile swaps). So I don't see any lore problem with only three active powers at any one point, because we are not Shepard - the superhuman - anymore. Right. Not anywhere close to Shepard's ability but, we can be rock, paper, or scissors while playing the game? Wait, what?
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Post by spacebeetle on Jan 10, 2017 23:31:33 GMT
Should even this be true, since when console players are in need of preferential treatment of this magnitude? Since when is ok for them, for anyone for the matter, to desire a dumbed down system instead of a full fleshed out one? Maybe it has to be more complex, sure, but it is at the same time way more rewarding when mastered. Poor gameplay mechanics (and here I’m talking in a general sense) are never ok, and they don’t magically becomes so because they are “console friendly”. Let’s break this kind of stereotype, shall we? Seems to be since they went to a Frostbite engine. Note DAI had similar unnecessary "streamlining" as well It's like shooting yourself in the foot because you've too many bullets loaded, imo . And it seems such a frustrating and avoidable waste and a squander of the simple joy of game experience… I really hope in ME:A we will have a “slot unlocking tree” at least: a new beginning of such calibre needs to be in the best shape possible.
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Post by colfoley on Jan 10, 2017 23:47:51 GMT
How does a 'streamlining' neccessarily mean dumbing something down? This is one of the points I think industry wide and a lot of different game franchises, since i have played a lot of different games in my life, intimate that 'streamlining' always equates to making something bad. It just usually seems like older fans of the older games complaining that their super complicated, not user friendly, system is now out of the game because they mastered it when most people cannot. Especially when the goal of any game company is to sell a product, so they have to try and make it accessible and simple to learn.
It remains to be seen if this is a net positive or a net negative, and I myself are dubious, but at the end of the day even the streamlining of DA Is abilities did not annoy me over much.
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Post by colfoley on Jan 11, 2017 0:16:59 GMT
How does a 'streamlining' neccessarily mean dumbing something down? This is one of the points I think industry wide and a lot of different game franchises, since i have played a lot of different games in my life, intimate that 'streamlining' always equates to making something bad. It just usually seems like older fans of the older games complaining that their super complicated, not user friendly, system is now out of the game because they mastered it when most people cannot. Especially when the goal of any game company is to sell a product, so they have to try and make it accessible and simple to learn. It remains to be seen if this is a net positive or a net negative, and I myself are dubious, but at the end of the day even the streamlining of DA Is abilities did not annoy me over much. "Streamlining" is bad because it's just another term for making games similar. The last CoD had an upgrade system for a personal space fighter, you could choose your weapon loadout and you had various abilities and smart grenades. Of course jetpack and wall-running were there. ME meanwhile is going from an action-RPG-TPS with a 6-8 abilities, to a TPS with 3 abilities and a jetpack. It's like slowly but surely a large number of games are becoming very similar to one another. I find that disappointing. Perhaps. But the number of abilities you can fire off in a sequence does not an RPG make (in which case Witcher 3 is an action adventure game and Skyrim is just...a game.)I would be far more concerned if the streamlining removed (or severely limited) the dialog wheel or removing the character creator would be far, far, far more indicitive of the game loosing its RPG cred.
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Post by Pearl on Jan 11, 2017 0:20:56 GMT
ME meanwhile is going from an action-RPG-TPS with a 6-8 abilities, to a TPS with 3 abilities and a jetpack. Limiting the number of active abilities is not magically removing the ARPG elements from the game.
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Post by colfoley on Jan 11, 2017 0:36:31 GMT
Perhaps. But the number of abilities you can fire off in a sequence does not an RPG make (in which case Witcher 3 is an action adventure game and Skyrim is just...a game.)I would be far more concerned if the streamlining removed (or severely limited) the dialog wheel or removing the character creator would be far, far, far more indicitive of the game loosing its RPG cred. Limiting the number of active abilities is not magically removing the ARPG elements from the game. I didn't claim that it's not an RPG anymore, just that gameplay is becoming very similar between games of different franchises. Ah. Still not entirely sure though. I mean, yes there are jump packs in the game now which leads to vericality but there are still a lot of differences between the two franchises and....unless I am gravely mistaken...3 abilities you can use in combat is infinitly more then those available in Call of Duty. For instance. While games like XCOM still have a lot more active abilities.
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Post by sjsharp2010 on Jan 11, 2017 1:12:35 GMT
Should even this be true, since when console players are in need of preferential treatment of this magnitude? Since when is ok for them, for anyone for the matter, to desire a dumbed down system instead of a full fleshed out one? Maybe it has to be more complex, sure, but it is at the same time way more rewarding when mastered. Poor gameplay mechanics (and here I’m talking in a general sense) are never ok, and they don’t magically becomes so because they are “console friendly”. Let’s break this kind of stereotype, shall we? Seems to be since they went to a Frostbite engine. Note DAI had similar unnecessary "streamlining" as well Perhaps but at least in DAI's defence they still activate and work more or less the same way as before the only change from previous DA games standard attacks are manually operated now. Judging by the vids we've seen of MEA it look like the powers may work differently this time so until we know how the system itself works we're all grasping at straws we need to wait and see what they can tell us really about this nwe system and how it'll work. Maybe they'll tell us in the next vid/briefing on time will tell though.
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Post by colfoley on Jan 11, 2017 1:15:59 GMT
Seems to be since they went to a Frostbite engine. Note DAI had similar unnecessary "streamlining" as well Perhaps but at least in DAI's defence they still activate and work more or less the same way as before the only change from previous DA games standard attacks are manually operated now. Judging by the vids we've seen of MEA it look like the powers may work differently this time so until we know how the system itself works we're all grasping at straws we need to wait and see what they can tell us really about this nwe system and how it'll work. Maybe they'll tell us in the next vid/briefing on time will tell though. Doubt it'll be the next briefing since I think the next briefing...well is not the combat one...but then it shuld be the combat one so yes, expecting it to be explained there a little bit with the more in depth explanations happening on the internet, and then the fifteeen minute GP vid.
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Post by sjsharp2010 on Jan 11, 2017 2:03:59 GMT
Perhaps but at least in DAI's defence they still activate and work more or less the same way as before the only change from previous DA games standard attacks are manually operated now. Judging by the vids we've seen of MEA it look like the powers may work differently this time so until we know how the system itself works we're all grasping at straws we need to wait and see what they can tell us really about this nwe system and how it'll work. Maybe they'll tell us in the next vid/briefing on time will tell though. Doubt it'll be the next briefing since I think the next briefing...well is not the combat one...but then it shuld be the combat one so yes, expecting it to be explained there a little bit with the more in depth explanations happening on the internet, and then the fifteeen minute GP vid. yeah but what I mean is that it needs explaining I think before the game comes out purely because it's blatantly obvious it works differntly from the trilogy's games which we'er all used to. Unless you've played MP on ME3 you're not likely going to be familiar withit but my guess is it works even differntly than that one but althouigh I've only ever played MP briefly once it looked like you byu your equipmen tand powers t oan extent using packs. Not suer how that'll translate or worrk in MEA and moer importantly SP. I didn't last long in MP as I wasn't used to how it worked an dI got smashed befoer I had a chance to figure it out really so I gave up on it and went back to SP. I'm not really an MP person anyway I really only went in out of curiosity as I prefer to just be working through stories in my games and fighting AI.
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Post by theflyingzamboni on Jan 11, 2017 4:39:56 GMT
How does a 'streamlining' neccessarily mean dumbing something down? This is one of the points I think industry wide and a lot of different game franchises, since i have played a lot of different games in my life, intimate that 'streamlining' always equates to making something bad. It just usually seems like older fans of the older games complaining that their super complicated, not user friendly, system is now out of the game because they mastered it when most people cannot. Especially when the goal of any game company is to sell a product, so they have to try and make it accessible and simple to learn. It remains to be seen if this is a net positive or a net negative, and I myself are dubious, but at the end of the day even the streamlining of DA Is abilities did not annoy me over much. Streamlining doesn't always have to mean dumbing something down, or make a game worse. Sometimes streamlining can be good. Just not in this case. ME3 is already reasonably streamlined. You have just 8 casting slots, and there's nothing really complex about the mechanics. Changing gameplay to actively prevent a player from using all but 3 of the abilities they've unlocked, instead of letting them decide for themselves how many abilities they want to use at once, is not an instance of good streamlining. It is as close to objectively worse as a gameplay mechanic can be. You have fewer combat options, and no way to give yourself more. Previously, if 8 abilities was too many for a particular player, they could just choose to use fewer abilities and streamline combat themself. So all other gameplay mechanics being in place, an ME:A with only 3 active abilities is providing objectively fewer gameplay options with no added benefits. Will this bother everyone? Probably not. But it is absolutely a net negative to the gameplay overall, as it reduces enjoyment for some players without anything intrinsic to it that will increase enjoyment for others. (As an aside, I'd like to once again bring up a related mechanic in their attempt to streamline and speed up combat: the loss of the power wheel/pause-to-aim [which I understand to be the case]. As there are gamers with disabilities who cannot play fast-paced games requiring quick reactions or rapid key presses, this is another area of making the gameplay objectively worse. As with active powers, by including these features, players who wanted/needed them could have used them, while other players could have ignored them and played the game fully in real-time. There is no downside to the inclusion of these features. BioWare are becoming so determined to force players to play their exact vision of the game that they are actively screwing over some gamers. Meaning disabled gamers, to be clear; I'm not one of those people who thinks BioWare is somehow intentionally persecuting me by altering gameplay. But that this design decision is objectively worse than the trilogy and unintentionally fucking up the game for certain people is fact.)
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Post by spacebeetle on Jan 11, 2017 8:30:39 GMT
How does a 'streamlining' neccessarily mean dumbing something down? This is one of the points I think industry wide and a lot of different game franchises, since i have played a lot of different games in my life, intimate that 'streamlining' always equates to making something bad. It just usually seems like older fans of the older games complaining that their super complicated, not user friendly, system is now out of the game because they mastered it when most people cannot. Especially when the goal of any game company is to sell a product, so they have to try and make it accessible and simple to learn. It remains to be seen if this is a net positive or a net negative, and I myself are dubious, but at the end of the day even the streamlining of DA Is abilities did not annoy me over much. Because objectively this isn’t streamlining. Streamlining would be speeding up a game mechanic, leaving it untouched at its core. Again, a 3 abilities system (if confirmed), would be, at most, an over-simplification and not for the better. It wouldn’t be an improve, but an impairment. Being ME at its core nor a MMORPG nor a FPS, I would like to see its RPG mechanics enhanced more than simplified. And again, a 3 ability system can’t be justified because it’s “console friendly” and so ok by default. Are we really deluding ourselves combat system in ME trilogy was hard to grasp? It wasn’t anything more complex than: 1) Unlock powers with abilities points 2) assign a power slot/activate the power wheel 3) use power Also, mapping of powers can be done even on a console pad and with simple and intuitive logic to boot. Let’s say… Oh, I know! Let’s say RT + camera stick correspond at one power for every eight of the circle. I’m a vanguard: RT+ UP (1 o’clock)=Charge. RT+ Down (6 o’clock)= Nova. RT + Up Left (11 o’clock)= Pull And so on: with this simple system, that allows for the mapping of powers with a clockwise logic, you would have 12 powers to use in combos on a console pad. More than the ME1, and more than the standard method for keyboards! And allowing the user to choose which powers fit in each “eight” of the circle would create a simple, personalized yet flexible method to spare console player the infamous power wheel (should you find it clunky/ don’t’ like it). This it’s something I conceived on the fly, so there should be at least 5 more methods to obtain the same on console pads with even more efficiency and flexibility! No, sorry: I stay convinced poor mechanics aren’t acceptable because they are “console friendly” (what a terrible stereotype) . I’m a no fly zone for this kind of bull. The more the thread progress, the more I’m convinced this supposed 3 abilities limit (yet to be hopefully denied) could only have been implemented to facilitate transition to the multiplayer. But as it already has been said, Ryder companions will never be as intelligent and capable as the human mates we play with. So, it would be an artificial and frustrating upper limit and make for a very clunky gameplay, with a difficulty born from sheer mechanics instead of the challenge of mobs. This, without even touching the bleakness that would be the results of a 3 power system for any setups (not only casters).
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Post by The Elder King on Jan 11, 2017 9:52:54 GMT
I've been guessing we have only 3 active abilities available at a time. They want to do away with pausing while making it as accessible to console players so once agian PC users get the short end of the stick despite being able to use all 8 abilities in real time in the trilogy Console players can use up to 6 abilities in real time in DAO-DA2 and 8 in DAI, so if that was the problem, it wouldn't have lead to only 3 abilities. Even if they wanted to reduce the number from eight (which by the way ME2 didn't have it and ME3 reached 7 with the bonus power). Again, the decision is more likely about unifying the two game modes, since MP, with the need of creating tons of kits, can't afford (I think) to have 6-8 active abilities for each kit. That's if we're truly limited to 3 active abilities.
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Post by ssanyesz on Jan 11, 2017 9:56:33 GMT
From the twitter thread: Max Hjalmarsson @razorsoulart Will you be integrating Controller support for PC this time around as you did for Inquisition? Tnx Ian S. Frazier @tibermoonYup, and now it's seamless. You can switch between mouse & controller without going to a menu. That twitter implies a few things as i see it: - it is seamless because the UI won't change when the controller is connected so basicly KB+M users get the same amount of active abilities as controller users (be it PC or console) - or the game also has a UI designed for KB+M which is a default fallback option when the controller is disconnected, if controller is detected then it changes to the UI we see in videos seamlessly or with some transition effects But sadly i don't really think they made a UI just for KB+M anymore, because of the unification they want with SP and MP.
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Post by ssanyesz on Jan 11, 2017 10:06:42 GMT
I've been guessing we have only 3 active abilities available at a time. They want to do away with pausing while making it as accessible to console players so once agian PC users get the short end of the stick despite being able to use all 8 abilities in real time in the trilogy Console players can use up to 6 abilities in real time in DAO-DA2 and 8 in DAI, so if that was the problem, it wouldn't have lead to only 3 abilities. Even if they wanted to reduce the number from eight (which by the way ME2 didn't have it and ME3 reached 7 with the bonus power). Again, the decision is more likely about unifying the two game modes, since MP, with the need of creating tons of kits, can't afford (I think) to have 6-8 active abilities for each kit. That's if we're truly limited to 3 active abilities. True, but what it does have to do with single player? Why mess with the single player experience when a lot of people don't even go near multiplayer? Forcing MP standards to SP is just silly IMO for the sake of similarity, like no pause, no power wheel, 3 powers. Streamlining in its finest
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Post by The Elder King on Jan 11, 2017 10:12:28 GMT
Console players can use up to 6 abilities in real time in DAO-DA2 and 8 in DAI, so if that was the problem, it wouldn't have lead to only 3 abilities. Even if they wanted to reduce the number from eight (which by the way ME2 didn't have it and ME3 reached 7 with the bonus power). Again, the decision is more likely about unifying the two game modes, since MP, with the need of creating tons of kits, can't afford (I think) to have 6-8 active abilities for each kit. That's if we're truly limited to 3 active abilities. True, but what it does have to do with single player? Why mess with the single player experience when a lot of people don't even go near multiplayer? Forcing MP standards to SP is just silly IMO for the sake of similarity, like no pause, no power wheel, 3 powers. Streamlining in its finest To reduce cost. Pause is present in the game, and it's actually used to switch weapons and type of ammo. True about power wheel, we'll see about the active abilities, if there's something that will mitigate it or help access more abilities in combat without switching them.
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Post by ssanyesz on Jan 11, 2017 10:39:59 GMT
True, but what it does have to do with single player? Why mess with the single player experience when a lot of people don't even go near multiplayer? Forcing MP standards to SP is just silly IMO for the sake of similarity, like no pause, no power wheel, 3 powers. Streamlining in its finest To reduce cost. Pause is present in the game, and it's actually used to switch weapons and type of ammo. True about power wheel, we'll see about the active abilities, if there's something that will mitigate it or help access more abilities in combat without switching them. Pause function is there (for weapons and ammo), wheel is there (also for weapons and ammo), so making an another wheel (or using the same design) with pause for powers don't really seems too costly to me: reusing already implemented objects, functions, and gui elements, if they want to they could build a working prototype within a few hours i think. But thoose 2 things are the only issues i'm having, no powerwheel and 3 powers only, everything else looks really great so far, but still don't know why they messes with things that worked very well so far and were optional and very liked features
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Post by Link"Guess"ski on Jan 11, 2017 11:24:32 GMT
From the twitter thread: Max Hjalmarsson @razorsoulart Will you be integrating Controller support for PC this time around as you did for Inquisition? Tnx Ian S. Frazier @tibermoonYup, and now it's seamless. You can switch between mouse & controller without going to a menu. That twitter implies a few things as i see it: - it is seamless because the UI won't change when the controller is connected so basicly KB+M users get the same amount of active abilities as controller users (be it PC or console) - or the game also has a UI designed for KB+M which is a default fallback option when the controller is disconnected, if controller is detected then it changes to the UI we see in videos seamlessly or with some transition effects But sadly i don't really think they made a UI just for KB+M anymore, because of the unification they want with SP and MP. DA:I changes its interface when using a controller on PC, so don't assume that. Also bear in mind that the high standard everyone is comparing M&KB controls to is the ME1's PC port and DA:O. ME1 on PC was released one year after Xbox 360 version ported by Demiurge who were responsible for all the PC-specific actions and there are other differences like how Shepard's lines are during combat, and DA:O was made for PC becuase BioWare thought of it as a PC game but then they decided to make console ports which are definitely the worse versions from a gameplay-POV. DA:I and possibly ME:A is a decent standard for in-house porting from console to PC. DA:I's tactical cam sucked but on PC it at least let you target enemies on the screen with the mouse and toggle pausing on and off instead of holding R2 down all the time. There will be drawbacks but overall I don't expect them to make a shitty PC port.
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fade9wayz
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Origin: Aresis01
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Post by fade9wayz on Jan 11, 2017 11:48:08 GMT
I actually like that there are only three active powers available. If I have learned something playing MET and ME3MP, is that three are more than enough. I rarely ever used more than two active powers anyway, leaving the rest to rot. I tend to see gameplay limitations in video games as a good thing, they prevent protagonist from becoming all-powerful gods mowing down enemies as if they weren't even there (which was the case with ME3, even on insanity). The more powerful the protagonist, the more the devs have to balance the game to try and compensate, and we just end up with bullet-sponges, usually, or disappointing fighting scenes.
We already have access to all powers, we don't need to be able to activate them all too, because where do you set the limit? Maybe I'm content with only three active powers, but maybe some other players would rather have 16. At some point the devs will put a limitation, and if they want the number of SP active powers to match the number of MP active powers, then that's their prerogative. I don't need any meta explanation to justify such gameplay choices.
Besides, the more powers you have, the more it becomes annoying to rebind them comfortably between mouse and keyboard. Yes, I'm lazy, and I hate constantly pushing the wrong key because it's too far, or I confused it with another power I equally don't use that frequently. Not all of us like having to pause every time we need to chose some specific power in a too long list. Actually, I find it very jarring and it breaks my pace and involvement.
Some people will welcome the change, like myself, others want a repeat of what they know in every game and will dislike it. I'm sure BW knows they can't please everyone. They obviously think those changes are for the best, which isn't too surprising since a good number of devs come from ME3MP. It's not now, 69 days from release, that they are going to change their core combat gameplay, it's way too late. You might as well give it a fair chance instead of rejecting it right away, just like I find myself having to do that about MEA being an open world. At least, such combat limitations don't impact the narrative like having an open world does.
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sjsharp2010
N7
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Post by sjsharp2010 on Jan 11, 2017 12:14:45 GMT
How does a 'streamlining' neccessarily mean dumbing something down? This is one of the points I think industry wide and a lot of different game franchises, since i have played a lot of different games in my life, intimate that 'streamlining' always equates to making something bad. It just usually seems like older fans of the older games complaining that their super complicated, not user friendly, system is now out of the game because they mastered it when most people cannot. Especially when the goal of any game company is to sell a product, so they have to try and make it accessible and simple to learn. It remains to be seen if this is a net positive or a net negative, and I myself are dubious, but at the end of the day even the streamlining of DA Is abilities did not annoy me over much. Streamlining doesn't always have to mean dumbing something down, or make a game worse. Sometimes streamlining can be good. Just not in this case. ME3 is already reasonably streamlined. You have just 8 casting slots, and there's nothing really complex about the mechanics. Changing gameplay to actively prevent a player from using all but 3 of the abilities they've unlocked, instead of letting them decide for themselves how many abilities they want to use at once, is not an instance of good streamlining. It is as close to objectively worse as a gameplay mechanic can be. You have fewer combat options, and no way to give yourself more. Previously, if 8 abilities was too many for a particular player, they could just choose to use fewer abilities and streamline combat themself. So all other gameplay mechanics being in place, an ME:A with only 3 active abilities is providing objectively fewer gameplay options with no added benefits. Will this bother everyone? Probably not. But it is absolutely a net negative to the gameplay overall, as it reduces enjoyment for some players without anything intrinsic to it that will increase enjoyment for others. (As an aside, I'd like to once again bring up a related mechanic in their attempt to streamline and speed up combat: the loss of the power wheel/pause-to-aim [which I understand to be the case]. As there are gamers with disabilities who cannot play fast-paced games requiring quick reactions or rapid key presses, this is another area of making the gameplay objectively worse. As with active powers, by including these features, players who wanted/needed them could have used them, while other players could have ignored them and played the game fully in real-time. There is no downside to the inclusion of these features. BioWare are becoming so determined to force players to play their exact vision of the game that they are actively screwing over some gamers. Meaning disabled gamers, to be clear; I'm not one of those people who thinks BioWare is somehow intentionally persecuting me by altering gameplay. But that this design decision is objectively worse than the trilogy and unintentionally fucking up the game for certain people is fact.) Yeah that's what's concerning me about the new system as well as I happen to be one of those. I hate games that aer too fast paced to play Heck I hate the QTE's stuck in the Tomb Raider games. Whilst I do like the games and stories and playing as Lara Croft I hate the QTE's and it can take quite a few attempts on my part to get through them as they are frustrating. At least in the trilogy anything that was potentially fast paced like for example escaping the area whilst the thresher maw which takes out the Reaper for you was done as a cinematic. So I welcomed that and I'd rather they kept doing that in the game and nd not start copying the likes of Tomb Raider/Uncharted or whatever and stick with what makes their games unique.
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spacebeetle
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Post by spacebeetle on Jan 11, 2017 12:50:40 GMT
I actually like that there are only three active powers available. If I have learned something playing MET and ME3MP, is that three are more than enough. I rarely ever used more than two active powers anyway, leaving the rest to rot. I tend to see gameplay limitations in video games as a good thing, they prevent protagonist from becoming all-powerful gods mowing down enemies as if they weren't even there (which was the case with ME3, even on insanity). The more powerful the protagonist, the more the devs have to balance the game to try and compensate, and we just end up with bullet-sponges, usually, or disappointing fighting scenes. We already have access to all powers, we don't need to be able to activate them all too, because where do you set the limit? Maybe I'm content with only three active powers, but maybe some other players would rather have 16. At some point the devs will put a limitation, and if they want the number of SP active powers to match the number of MP active powers, then that's their prerogative. I don't need any meta explanation to justify such gameplay choices. Besides, the more powers you have, the more it becomes annoying to rebind them comfortably between mouse and keyboard. Yes, I'm lazy, and I hate constantly pushing the wrong key because it's too far, or I confused it with another power I equally don't use that frequently. Not all of us like having to pause every time we need to chose some specific power in a too long list. Actually, I find it very jarring and it breaks my pace and involvement. Some people will welcome the change, like myself, others want a repeat of what they know in every game and will dislike it. I'm sure BW knows they can't please everyone. They obviously think those changes are for the best, which isn't too surprising since a good number of devs come from ME3MP. It's not now, 69 days from release, that they are going to change their core combat gameplay, it's way too late. You might as well give it a fair chance instead of rejecting it right away, just like I find myself having to do that about MEA being an open world. At least, such combat limitations don't impact the narrative like having an open world does. So the summary is “screw you, I’m happy”? Mmhh… The only thing I can agree with you it’s that true: you’re indeed lazy. This thread has more than once demonstrated and explained with sufficient reasons why an arbitrary limit of 3 powers (should be implemented, we lack a final confirmation on this matter) is detrimental to the core of the RPG elements of ME. More powers slot instead change nothing, zero, for “lazy player” like yourself: it is enough to remap the one you actively use in the first couple of slots and forget about the rest. And you should know this, because from your post I’m inferring you actively do it. As explained… I think at least twice up until now, applying multiplayer mechanics to single player campaign is plainly wrong: first, in single player we don’t have competent people to share the experience with. So, single player risks of becoming as fun as a gold solo session. Yeah… we can have better, as far as the experience could go. We should have better from someone as Bioware. If instead difficulty is the matter for you, I’m calling bull on the fact that “insanity” it’s too easy: distract and you die in ME3, even when 8 abilities to use together. Should it even be true (and I don’t think it is) your personal performances are hardly the needle of the balance for… balancing. Secondly, who you are to decide what devs can and can’t do before launch with their game (or maybe they have already done or not)? Third, the most sure way to keep nursing a problem is never talking about or doing nothing to change it. SO, I’m happy that FPS logics make you happy in an RPG. But this is not the kind of thread where you should post this kind of opinions when motivated by your own laziness: they make you a perfect target for flaking.
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Thrombin
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
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Post by Thrombin on Jan 11, 2017 13:30:59 GMT
I'm saying that Shepard was just as dependent! I'm not saying that the classes don't need the appropriate training but it's quite clear to me that most, if not all, of Shepard's powers were facilitated by implanted tech in addition to the training to use it. I'm sure Shepard was at least somewhat dependent on having specialized weapons, implants, and equipment. But that's still part of the training. You don't get good at using weapons unless you train at them. A biotic SHepard needed to be trained to use biotic implants. A Shepard with engineering skill needed to be taught how to use specialized omnitool features, and so on. Ryder, who needs training? This magical implant will do it all for you! It can be any biotic implant you want! IT can access any omnitool feature you desire! But it's hard drive is limited, it can only access three skills at a time But again, what is Ryder without the implant? Ryder has had training though. It has been stated (I think in the briefing) that pathfinders have been trained in Biotics and Tech from the start. I don't see any difference between Ryder and Shepard in this regard. They both need training together with the appropriate implanted tech in order to access their abilities but Ryder's implanted tech can be reconfigured on the fly (as long as it is to a type of power that he has previously allocated skill points towards).
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sjsharp2010
N7
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
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Post by sjsharp2010 on Jan 11, 2017 14:10:52 GMT
I actually like that there are only three active powers available. If I have learned something playing MET and ME3MP, is that three are more than enough. I rarely ever used more than two active powers anyway, leaving the rest to rot. I tend to see gameplay limitations in video games as a good thing, they prevent protagonist from becoming all-powerful gods mowing down enemies as if they weren't even there (which was the case with ME3, even on insanity). The more powerful the protagonist, the more the devs have to balance the game to try and compensate, and we just end up with bullet-sponges, usually, or disappointing fighting scenes. We already have access to all powers, we don't need to be able to activate them all too, because where do you set the limit? Maybe I'm content with only three active powers, but maybe some other players would rather have 16. At some point the devs will put a limitation, and if they want the number of SP active powers to match the number of MP active powers, then that's their prerogative. I don't need any meta explanation to justify such gameplay choices. Besides, the more powers you have, the more it becomes annoying to rebind them comfortably between mouse and keyboard. Yes, I'm lazy, and I hate constantly pushing the wrong key because it's too far, or I confused it with another power I equally don't use that frequently. Not all of us like having to pause every time we need to chose some specific power in a too long list. Actually, I find it very jarring and it breaks my pace and involvement. Some people will welcome the change, like myself, others want a repeat of what they know in every game and will dislike it. I'm sure BW knows they can't please everyone. They obviously think those changes are for the best, which isn't too surprising since a good number of devs come from ME3MP. It's not now, 69 days from release, that they are going to change their core combat gameplay, it's way too late. You might as well give it a fair chance instead of rejecting it right away, just like I find myself having to do that about MEA being an open world. At least, such combat limitations don't impact the narrative like having an open world does. So the summary is “screw you, I’m happy”? Mmhh… The only thing I can agree with you it’s that true: you’re indeed lazy. This thread has more than once demonstrated and explained with sufficient reasons why an arbitrary limit of 3 powers (should be implemented, we lack a final confirmation on this matter) is detrimental to the core of the RPG elements of ME. More powers slot instead change nothing, zero, for “lazy player” like yourself: it is enough to remap the one you actively use in the first couple of slots and forget about the rest. And you should know this, because from your post I’m inferring you actively do it. As explained… I think at least twice up until now, applying multiplayer mechanics to single player campaign is plainly wrong: first, in single player we don’t have competent people to share the experience with. So, single player risks of becoming as fun as a gold solo session. Yeah… we can have better, as far as the experience could go. We should have better from someone as Bioware. If instead difficulty is the matter for you, I’m calling bull on the fact that “insanity” it’s too easy: distract and you die in ME3, even when 8 abilities to use together. Should it even be true (and I don’t think it is) your personal performances are hardly the needle of the balance for… balancing. Secondly, who you are to decide what devs can and can’t do before launch with their game (or maybe they have already done or not)? Third, the most sure way to keep nursing a problem is never talking about or doing nothing to change it. SO, I’m happy that FPS logics make you happy in an RPG. But this is not the kind of thread where you should post this kind of opinions when motivated by your own laziness: they make you a perfect target for flaking. Hopefully it's just the interface can only show 3 at a time and there's a way to cycle through the abilities you unlock on consoles as you progress and that the keyboard/mouse interface is different. Of course we won't know until they give us more details though. I know I have my fingers crossed at the very least.
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