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Post by laxian on Jan 29, 2017 18:40:31 GMT
And that is a problem why exactly? It's a single player game, it doesn't need to be super balanced! So that you have a rock paper scissors system were any skill etc. can be countered by other skills etc.
Making your protagonist kick ass more and more efficiently (while progressing through the story and acquiring experience) is what makes RPGs FUN!
Limiting your character to what basically amounts to a fucking junior apprentice (can only use 3 spells, thus is not a master - especially since a master of his or her art can react to different situations (like say you fight at range with push, pull, warp and singularity, but then the enemy closes in: You unleash SHOCKWAVE (or put up a stasis field if you have the right companion, but as far as we know we can't command companions to use their abilities at the right moment anymore either!)...you can't do this if you only have push, pull and singularity...you are defensless up close (except for your gun or whatever melee-attack/melee-weapon you have...I seldom use melee! Even not using it at all if I can help it!)) is seriously disrupting the FUN! Streamlining gameplay to hamstring the PC is seriously stupid, just like dumbing down mechanics (I am looking at you Fallout 4, thanks Cassey Hudson you fucking liar!)
In multiplayer I get it - I play League of Legends for example, and I do play casters and ranged characters mostly and I am quite content having only 3 skills (and an Ultimate, but you don't use that all that often so I don't count it as a regular skill!)
Still, I don't think you can defend this move (without being a serious fanboy...you might think differently and that's OK (!), but for me it's an indefendable move, if they really stick with this! I would be less against this if it were my only gripe with the game so far, but I have others as well, like the fact that they have not shown any Quarians so far (I'd hate to lose that race, I just like them too much!) and that they made ammo a consumable (and that they stuck with the dumb thermal-clips!), not to mention that they changed combat so radically over all (run an gun, seriously? Sorry, but that is more shooter than RPG where you PLAN your fights and use choke-points etc.))
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Post by fade9wayz on Jan 29, 2017 22:17:18 GMT
And that is a problem why exactly? It's a single player game, it doesn't need to be super balanced! So that you have a rock paper scissors system were any skill etc. can be countered by other skills etc. Making your protagonist kick ass more and more efficiently (while progressing through the story and acquiring experience) is what makes RPGs FUN! Limiting your character to what basically amounts to a fucking junior apprentice (can only use 3 spells, thus is not a master - especially since a master of his or her art can react to different situations (like say you fight at range with push, pull, warp and singularity, but then the enemy closes in: You unleash SHOCKWAVE (or put up a stasis field if you have the right companion, but as far as we know we can't command companions to use their abilities at the right moment anymore either!)...you can't do this if you only have push, pull and singularity...you are defensless up close (except for your gun or whatever melee-attack/melee-weapon you have...I seldom use melee! Even not using it at all if I can help it!)) is seriously disrupting the FUN! Streamlining gameplay to hamstring the PC is seriously stupid, just like dumbing down mechanics (I am looking at you Fallout 4, thanks Cassey Hudson you fucking liar!) In multiplayer I get it - I play League of Legends for example, and I do play casters and ranged characters mostly and I am quite content having only 3 skills (and an Ultimate, but you don't use that all that often so I don't count it as a regular skill!) Still, I don't think you can defend this move (without being a serious fanboy...you might think differently and that's OK (!), but for me it's an indefendable move, if they really stick with this! I would be less against this if it were my only gripe with the game so far, but I have others as well, like the fact that they have not shown any Quarians so far (I'd hate to lose that race, I just like them too much!) and that they made ammo a consumable (and that they stuck with the dumb thermal-clips!), not to mention that they changed combat so radically over all (run an gun, seriously? Sorry, but that is more shooter than RPG where you PLAN your fights and use choke-points etc.)) You do realize balance exists as well against AI, do you? If your character can wipe a room in two fucking seconds, our enemies will need to become bullet-sponges (yay! so looking forward to such a scenario) just to absorb your raw DPS in powers alone. There's no tactic or strategy involved at all. Not even a modicum of skill with aiming is required there. That or they need to nerf the powers to the point they'll just be tickles, if you want to have that many powers. I have already explained why limits are a good thing two or three pages ago, I don't feel like repeating myself. I wonder if you're able to hear it out with an open mind anyway, you want what you want so much that you won't consider how being so powerful affects the game for people who enjoy a challenge. Personally, that effectively kills all the FUN.
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Post by laxian on Jan 30, 2017 22:20:03 GMT
And you can't balance a game for more than 3 skills? (Note: Despite all the evidence, like say Dragon Age: Origins, Dragon Age 2, Dragon Age: Inquisition, Mass Effect 1/2 (and even 3, as crappy as that was/is) - and that's just games from the same company!) If you can not then I'd agree with you - but you can (even if you only take the Mass Effect games, to stay in the same universe!)! Also: Give me a link and I will read your posting from "two or three pages" ago I have never said that I am totally against limits (I'd love to be without, meaning: Map as many skills as you like - which is many, especially with a keyboard!), Dragon Age: Inquisition didn't do too badly (didn't like the limitation, but it wasn't too stifling!) and neither did the other Mass Effect games!) when you can't get it balanced without, but a lot of other games show that balance (without going over the top and having enemies that can take 10 sniper headshots - too bullet-spongy is bad, especially for run of the mill enemies you meet hundreds off!) is possible! As long as it is, then stiffling limitations that lead to cooky cutter builds (or back to classes, something they got rid off - which makes no sense if the system forces you back into a class if you really want to be effective!) make no sense and are a cop-out to save time that you'd need to invest into balancing (so that as you say: You can't single handedly clear a a room or a level in 5 seconds without being challenged even in the slightest way!) I am arguing against taking out the fun, not against having a game that challenges you! I am arguing against getting rid of player creativity (selecting 3 skills isn't creative, but making a fun build with say 6-8 (or 10) skills/spells? Yeah, because you can really be flexible this way - or not if choose not to be (say if you want to recreate the ME1/2/3 classes or something - which which you CAN'T EVEN DO with a 3 skill limit! The only class you can half way re-make is the soldier (because soldiers didn't have that many truly active skills!)...but the others? The Vanguard, the Adept etc. etc.? NO!) greetings LAX ps: I'd really like to know how you can defend this, can't think of any great reasons why - especially since I see it as one of their worst ideas to this day!
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Post by Abramsrunner on Jan 30, 2017 23:32:11 GMT
I am arguing against getting rid of player creativity (selecting 3 skills isn't creative, but making a fun build with say 6-8 (or 10) skills/spells? Yeah, because you can really be flexible this way - or not if choose not to be (say if you want to recreate the ME1/2/3 classes or something - which which you CAN'T EVEN DO with a 3 skill limit! The only class you can half way re-make is the soldier (because soldiers didn't have that many truly active skills!)...but the others? The Vanguard, the Adept etc. etc.? NO!) greetings LAX ps: I'd really like to know how you can defend this, can't think of any great reasons why - especially since I see it as one of their worst ideas to this day! Why would one recreate Sheploo's classes? They're so bloated with overlapping, &/or useless powers. Having a lot of powers like in ME2, & ME3, (5+1+Passives in ME2, you have 51/70 points to spend so it's more like 3+1+Passives, & 6+1+Passives+lolfitness in ME3 you have 181/189, IIRC) with universal cooldowns made it so using 3 powers having good synergy in your class is better than trying to use all of them. ME1 Powers, aside from Immunity, Lift, Singularity, Decryption, Weapon powers, & one point in Medicine on Insanity, are bad, or a waste of time, because they did jack all for damage. Having a 3 power set on independent cooldowns is far better than having 4-7 on a universal cooldown any day of the week, & twice on sundays.
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Post by laxian on Jan 31, 2017 0:46:34 GMT
I, respectfully, disagree - especially on the "they don't deal damage", sorry but powers (at least for me) have to be usefull (if they deal good damage? - Great, but I'd take powers that don't deal damage as well (for example if we had something like a decoy-hologram or something))
greetings LAX
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Post by fade9wayz on Jan 31, 2017 18:29:33 GMT
And you can't balance a game for more than 3 skills? (Note: Despite all the evidence, like say Dragon Age: Origins, Dragon Age 2, Dragon Age: Inquisition, Mass Effect 1/2 (and even 3, as crappy as that was/is) - and that's just games from the same company!) If you can not then I'd agree with you - but you can (even if you only take the Mass Effect games, to stay in the same universe!)! Except you're willfully 'forgetting' we'll have individual cool-downs and access to all tech/bio/soldier powers to build a kit this time around. Things we never had before. Balance was somewhat more manageable in previous games (although I do think they failed big time with ME3SP regarding balance at higher levels) thanks to universal cool-downs and being restricted to the powers of your class. Have at it. The whole discussion on balance started there: bsn.boards.net/thread/2616/active-abilities-me-loadout-3?page=22But the most relevant of my posts is probably on this page: bsn.boards.net/thread/2616/active-abilities-me-loadout-3?page=26You realize you say, in one breath, you never said you were against limits, then say you'd love them removed... . Read my posts about balancing, and then tell me which magical solution you can come up to balance a game with an OP build such as: Arc grenades->Snap Freeze->Overload->reave->biotic charge->Flamer. That's only 6 powers, and you want the double of that. No matter how clever the AI is, I can't see it having a solution to counter such an onslaught or raw power except for putting lots of armor and/or barrier on every single enemy, even husk-types. Just the first power was enough to nuke a spawn in ME3MP... The only other way I can envision is to severely nerf all these powers, making weapons yet again, the main source of DPS. Besides, how did you come up with the idea that the system forces you back into classes to be effective? It doesn't at all. You can have a mix of the three branches, and be perfectly effective. Cryoblast or some other tech primer->Biotic Charge/Throw->Flamer/Marksman, assuming powers and combos still work the same as they did in ME3. Your idea of fun is my idea of boring hell. When I'm forced to gimp myself to get challenged, it means I can never go all out. It's boring. It was lame to spec out of Biotic charge for a vanguard, or Tact cloak for an Infiltrator just to feel challenged, and I only ever used three powers on any class. I didn't put points in the powers I knew I would not use. ME3SP Insanity wasn't challenging, in that respect, it was boring, so was DAI where the only combats where I woke up and paid somewhat attention to were against dragons, certified bullet-sponges that they are. So who should BW cater to? My idea of fun or yours? I hope that with that exemple you can understand how fun is a highly subjective thing. Besides, the way I see it, player's creativity has actually been enhanced. You can now create builds that were impossible previously.
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Post by ssanyesz on Feb 3, 2017 19:24:17 GMT
If we can replace those MP items with skills, then there is still hope we can map 6 active abilities and 1 for Medi-Gel. I'm still strongly hoping, that's the case It would be way better than only 3.
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Post by Iakus on Feb 3, 2017 19:41:55 GMT
Your idea of fun is my idea of boring hell. When I'm forced to gimp myself to get challenged, it means I can never go all out. It's boring. It was lame to spec out of Biotic charge for a vanguard, or Tact cloak for an Infiltrator just to feel challenged, and I only ever used three powers on any class. I didn't put points in the powers I knew I would not use. ME3SP Insanity wasn't challenging, in that respect, it was boring, so was DAI where the only combats where I woke up and paid somewhat attention to were against dragons, certified bullet-sponges that they are. So who should BW cater to? My idea of fun or yours? I hope that with that exemple you can understand how fun is a highly subjective thing. Besides, the way I see it, player's creativity has actually been enhanced. You can now create builds that were impossible previously. And mashing the same 3-4 buttons over and over to win sounds boring as hell to me, regardless of difficulty level. But hey, Insanity is so easy for you that you can do it in your sleep, so I guess the opinion of this scrub doesn't matter
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Post by Cypher on Feb 3, 2017 20:38:44 GMT
For me everything worked just fine. See if you messed up something in the accidentally installation process? Also try deleting the first pack and installing the other one, maybe they work only one at a time. lol, it didn't even dawn on me that maybe they only worked one at a time. Actually, it was because the casual Liara mod (with the necklace) was causing a conflict. Now I'm rocking Annihilation Field + Nova.
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Post by fade9wayz on Feb 3, 2017 22:24:14 GMT
And mashing the same 3-4 buttons over and over to win sounds boring as hell to me, regardless of difficulty level. But hey, Insanity is so easy for you that you can do it in your sleep, so I guess the opinion of this scrub doesn't matter No, you're allowed to feel whatever you want, and express it as you wish, just as I hope I'm allowed to. I don't remember having once looked down on you, and I don't get why you insist in feeling so. However, if your aim there is to discredit my arguments by painting me as the selfish leet player who can't be bothered with other's opinions, then try better. The bottom line is that we all want to have fun with this game, but we all have different ideas of how to get it, because fun is a very subjective thing. Basing an argument purely on a subjective perception makes it very shaky at best, that is what I was trying to demonstrate. Now I have no idea how the combat balance will really end up being. It is a more delicate matter than everyone seems to think it is, even in SP. Too hard even on Easy/Casual difficulty, à la Demon Souls, and many players will be left out of the fun. Too easy, even on Insanity as ME3SP was, and many other players won't find their fun either. One player base isn't better than the other, and in an ideal world, both should be able find enjoyment in the game they purchase, so it needs to be carefully addressed and evaluated for each level of difficulty. To achieve that, compromises will need to be done, and limits put in place. Universal cool-downs and the class system are two limits that existed in previous games, put in place to help balance the games, with more or less success depending on the games. Those two limits are no more, individual cool-down in particular means weapon restriction based on 'weight' is effectively out too. So we need something else. Hopefully, the AI will be better, but it's only one part of the solution. So, either the powers are nerfed, or we have less active powers than we used to. Both solutions can work. One allows for more active powers, with the trade-off that powers in general will be less potent. The other allows for powers to truly be impactful. As long as a reasonably good balance, without too many bullet-sponges, can be found, I'll be happy, although I have made no mystery that I find, very subjectively, the latter more fun and convenient, but hey, I can understand others preferring the former.
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Post by ProbeAway on Feb 3, 2017 22:39:14 GMT
If we can replace those MP items with skills, then there is still hope we can map 6 active abilities and 1 for Medi-Gel. I'm still strongly hoping, that's the case It would be way better than only 3. I suspect that at least two of these buttons will be to direct your squad, while one will be for medigel. That leaves at most one dpad button for another power. In the CES trailer there is a brief period in combat where a prompt flashes at the bottom left of the screen for the player to press the dpad down button. My optimistic theory is that this button allows us to activate our profile power (eg combat drone for the engineer profile), bringing our total number of active powers to 4. Another theory that has been put forward is that this button lets you switch to another profile or power set. I guess we'll find out soon enough.
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Post by Iakus on Feb 3, 2017 23:36:59 GMT
And mashing the same 3-4 buttons over and over to win sounds boring as hell to me, regardless of difficulty level. But hey, Insanity is so easy for you that you can do it in your sleep, so I guess the opinion of this scrub doesn't matter No, you're allowed to feel whatever you want, and express it as you wish, just as I hope I'm allowed to. I don't remember having once looked down on you, and I don't get why you insist in feeling so. However, if your aim there is to discredit my arguments by painting me as the selfish leet player who can't be bothered with other's opinions, then try better. The bottom line is that we all want to have fun with this game, but we all have different ideas of how to get it, because fun is a very subjective thing. Basing an argument purely on a subjective perception makes it very shaky at best, that is what I was trying to demonstrate. Now I have no idea how the combat balance will really end up being. It is a more delicate matter than everyone seems to think it is, even in SP. Too hard even on Easy/Casual difficulty, à la Demon Souls, and many players will be left out of the fun. Too easy, even on Insanity as ME3SP was, and many other players won't find their fun either. One player base isn't better than the other, and in an ideal world, both should be able find enjoyment in the game they purchase, so it needs to be carefully addressed and evaluated for each level of difficulty. To achieve that, compromises will need to be done, and limits put in place. Universal cool-downs and the class system are two limits that existed in previous games, put in place to help balance the games, with more or less success depending on the games. Those two limits are no more, individual cool-down in particular means weapon restriction based on 'weight' is effectively out too. So we need something else. Hopefully, the AI will be better, but it's only one part of the solution. So, either the powers are nerfed, or we have less active powers than we used to. Both solutions can work. One allows for more active powers, with the trade-off that powers in general will be less potent. The other allows for powers to truly be impactful. As long as a reasonably good balance, without too many bullet-sponges, can be found, I'll be happy, although I have made no mystery that I find, very subjectively, the latter more fun and convenient, but hey, I can understand others preferring the former. Because the entire weight of your argument seems to be "combat is too easy" (often mentioning how you coast right through Insanity) which, imo has FA to do with the number of powers at our disposal. Limiting player choice doesn't make combat more challenging, it makes combat more BORING. Prime. Detonate. Shoot until CD ends. Repeat. You want the game more challenging, tell them to make the enemies smarter, not the characters dumber. If I spent skill points, or whatever to unlock a power, I want it UNLOCKED and ready for use.
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Post by colfoley on Feb 3, 2017 23:57:01 GMT
No, you're allowed to feel whatever you want, and express it as you wish, just as I hope I'm allowed to. I don't remember having once looked down on you, and I don't get why you insist in feeling so. However, if your aim there is to discredit my arguments by painting me as the selfish leet player who can't be bothered with other's opinions, then try better. The bottom line is that we all want to have fun with this game, but we all have different ideas of how to get it, because fun is a very subjective thing. Basing an argument purely on a subjective perception makes it very shaky at best, that is what I was trying to demonstrate. Now I have no idea how the combat balance will really end up being. It is a more delicate matter than everyone seems to think it is, even in SP. Too hard even on Easy/Casual difficulty, à la Demon Souls, and many players will be left out of the fun. Too easy, even on Insanity as ME3SP was, and many other players won't find their fun either. One player base isn't better than the other, and in an ideal world, both should be able find enjoyment in the game they purchase, so it needs to be carefully addressed and evaluated for each level of difficulty. To achieve that, compromises will need to be done, and limits put in place. Universal cool-downs and the class system are two limits that existed in previous games, put in place to help balance the games, with more or less success depending on the games. Those two limits are no more, individual cool-down in particular means weapon restriction based on 'weight' is effectively out too. So we need something else. Hopefully, the AI will be better, but it's only one part of the solution. So, either the powers are nerfed, or we have less active powers than we used to. Both solutions can work. One allows for more active powers, with the trade-off that powers in general will be less potent. The other allows for powers to truly be impactful. As long as a reasonably good balance, without too many bullet-sponges, can be found, I'll be happy, although I have made no mystery that I find, very subjectively, the latter more fun and convenient, but hey, I can understand others preferring the former. Because the entire weight of your argument seems to be "combat is too easy" (often mentioning how you coast right through Insanity) which, imo has FA to do with the number of powers at our disposal. Limiting player choice doesn't make combat more challenging, it makes combat more BORING. Prime. Detonate. Shoot until CD ends. Repeat. You want the game more challenging, tell them to make the enemies smarter, not the characters dumber. If I spent skill points, or whatever to unlock a power, I want it UNLOCKED and ready for use. Only issue is you keep on describing how combat is for every single game ever. You are always pressing buttons to get a certain result from them. The number of buttons you can press to get an result in combat is more of a degree of numbers then actually changing how the game functions. Your prime, detonate, shoot them, example is pretty much how I played ME 3 with my squad to. They would prime it, I would detonate it (or vice versa) and then I would shoot them. Hell the removal of the universal cooldowns by itself makes your characters way 'smarter' annd tactically able then they ever were in the MET.
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Post by Iakus on Feb 4, 2017 0:12:53 GMT
Because the entire weight of your argument seems to be "combat is too easy" (often mentioning how you coast right through Insanity) which, imo has FA to do with the number of powers at our disposal. Limiting player choice doesn't make combat more challenging, it makes combat more BORING. Prime. Detonate. Shoot until CD ends. Repeat. You want the game more challenging, tell them to make the enemies smarter, not the characters dumber. If I spent skill points, or whatever to unlock a power, I want it UNLOCKED and ready for use. Only issue is you keep on describing how combat is for every single game ever. You are always pressing buttons to get a certain result from them. The number of buttons you can press to get an result in combat is more of a degree of numbers then actually changing how the game functions. Your prime, detonate, shoot them, example is pretty much how I played ME 3 with my squad to. They would prime it, I would detonate it (or vice versa) and then I would shoot them. Hell the removal of the universal cooldowns by itself makes your characters way 'smarter' annd tactically able then they ever were in the MET. I actually think individual cooldowns are better. At least then you have to time your power uses in a way that doesn't leave you standing there with you...gun...in your hand waiting for something to come off cooldown. SO from that standpoint, yeah, you do have to play smarter. But I want powers to be more than primers and detonators. I don't want to compress everything the Pathfinder can do to four buttons.
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Post by colfoley on Feb 4, 2017 0:21:38 GMT
Only issue is you keep on describing how combat is for every single game ever. You are always pressing buttons to get a certain result from them. The number of buttons you can press to get an result in combat is more of a degree of numbers then actually changing how the game functions. Your prime, detonate, shoot them, example is pretty much how I played ME 3 with my squad to. They would prime it, I would detonate it (or vice versa) and then I would shoot them. Hell the removal of the universal cooldowns by itself makes your characters way 'smarter' annd tactically able then they ever were in the MET. I actually think individual cooldowns are better. At least then you have to time your power uses in a way that doesn't leave you standing there with you...gun...in your hand waiting for something to come off cooldown. SO from that standpoint, yeah, you do have to play smarter. But I want powers to be more than primers and detonators. I don't want to compress everything the Pathfinder can do to four buttons. That is actually one of my lingering worries about the system. I may not want to play my game with powers that will naturally set off and set up other people's abilties or maybe even my own. I might want to do a build that is just things like Tactical Cloak, or Tech Armor, and then a more offense damage like Overload. But, the more I think about it the more Fade is essentially right (imo). Back in DA O when you had access to infinite abilities (at least in theory) and had them on individual cooldowns the bad guys, especially the bosses, were horrible bullet/ ability spounges. So much so that I felt if you did not give certain spells to mages some bad guys would just be borderline impossible to defeat. And I have only ever played the game on Casual!
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Post by ApocAlypsE on Feb 4, 2017 0:25:01 GMT
Just a heads up question for me. Did we actually got a conformation that you are limited to 3 active skills per fight for all platforms or is it just from screenshots?
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Post by colfoley on Feb 4, 2017 0:26:35 GMT
Just a heads up question for me. Did we actually got a conformation that you are limited to 3 active skills per fight for all platforms or is it just from screenshots? No confirmation, in fact they keep on insisting there is 'more to it' then what we have seen so far...and I am inclined to believe them actually. But from the information we have seen 3 abilities will at least be a baseline.
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Post by ApocAlypsE on Feb 4, 2017 0:30:47 GMT
Just a heads up question for me. Did we actually got a conformation that you are limited to 3 active skills per fight for all platforms or is it just from screenshots? No confirmation, in fact they keep on insisting there is 'more to it' then what we have seen so far...and I am inclined to believe them actually. But from the information we have seen 3 abilities will at least be a baseline. I see. I guess we will have to wait for the 15 minutes gameplay video to judge for ourselves. If we are limited to 3 active abilities I hope it is per encounter and not per mission so I could rapidly switch between them, and I hope that the abilities have nuances and combo with other abilities to not make it seem so bad. I recently finished my last ME trilogy playthrough before Andromeda with a shotgun Sentinel that uses 6 abilities pretty much all the time.
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Post by colfoley on Feb 4, 2017 0:32:34 GMT
No confirmation, in fact they keep on insisting there is 'more to it' then what we have seen so far...and I am inclined to believe them actually. But from the information we have seen 3 abilities will at least be a baseline. I see. I guess we will have to wait for the 15 minutes gameplay video to judge for ourselves. If we are limited to 3 active abilities I hope it is per encounter and not per mission so I could rapidly switch between them, and I hope that the abilities have nuances and combo with other abilities to not make it seem so bad. I recently finished my last ME trilogy playthrough before Andromeda with a shotgun Sentinel that uses 6 abilities pretty much all the time. I have really only used 3 abilities on my Sentinel at one time.
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Post by fade9wayz on Feb 4, 2017 0:34:15 GMT
Because the entire weight of your argument seems to be "combat is too easy" (often mentioning how you coast right through Insanity) which, imo has FA to do with the number of powers at our disposal. Limiting player choice doesn't make combat more challenging, it makes combat more BORING. Prime. Detonate. Shoot until CD ends. Repeat. You want the game more challenging, tell them to make the enemies smarter, not the characters dumber. If I spent skill points, or whatever to unlock a power, I want it UNLOCKED and ready for use. It is too easy, I'm far from being the only one saying so, and I beg to differ, it has everything to do with the number of powers at our diposal, at least for MEA. In ME3 it had more to do with the potency of these powers, they at least were limited by universal cool-downs and classes. Limits have always been there, whether you acknowledge them or not, and their aim, even if it wasn't always successful, was to offer challenge for people who enjoy it. Again, what you find boring isn't to me, and vice-versa, it seems. Besides, prime and detonate, shoot, prime and detonate, shoot, is what you'll do with three other powers anyway. Oh, and you are free to rely on your squadmates, and build a character who can only prime, or only detonate, or only has weapons damage bonus powers, if you so wish. And switch around for variety between combat phases. The only one who limits themselves to an unique way of playing here is you. I have already explained why I think even a smarter AI wouldn't be enough. Not going there again. Since I don't know yet how we unlock powers, if we even have to unlock them, I will refrain to comment on this. I lack way too much information about this to speculate one way or another. All I've seen so far is how powers will be upgraded, which is similar to ME3, three common upgrades, plus three branching upgrades.
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Post by Iakus on Feb 4, 2017 0:38:59 GMT
I actually think individual cooldowns are better. At least then you have to time your power uses in a way that doesn't leave you standing there with you...gun...in your hand waiting for something to come off cooldown. SO from that standpoint, yeah, you do have to play smarter. But I want powers to be more than primers and detonators. I don't want to compress everything the Pathfinder can do to four buttons. That is actually one of my lingering worries about the system. I may not want to play my game with powers that will naturally set off and set up other people's abilties or maybe even my own. I might want to do a build that is just things like Tactical Cloak, or Tech Armor, and then a more offense damage like Overload. But, the more I think about it the more Fade is essentially right (imo). Back in DA O when you had access to infinite abilities (at least in theory) and had them on individual cooldowns the bad guys, especially the bosses, were horrible bullet/ ability spounges. So much so that I felt if you did not give certain spells to mages some bad guys would just be borderline impossible to defeat. And I have only ever played the game on Casual! The only time I ever had problems like that was with the mana clash bug (which would do a CTD any time mana clash or the Templar equivalent was used) But that was a pretty overpowered ability anyway. I never had a borderline impossible enemy to defeat. Some took multiple tries to drop, sure. Some required a more balanced party than others. Some had tactics which benefited from certain gear or weapons. But when you narrow the focus of a character to a bare handful of abilities, you may make the game more easily balanced, but you do it by punishing versatility. This is defeating the purpose of making the game classless.
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Post by colfoley on Feb 4, 2017 0:39:45 GMT
I have really only used 3 abilities on my Sentinel at one time. Which is of course completely irrelevant to anyone else who prefers more variety. I'm just saying it can be done and I seemed to have as much fun (who knows maybe even more) for anyone who used 6 ability slots for their characters. Not to mention you have way more varietty in this game then you did in the trilogy, you just can't use all of that variety at the same time. Which it would require an insane amount of keybinding OR an insanely large tactical wheel that you would have to pause to go through each time if you were to access all those potential abilities at the same time.
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Post by sjsharp2010 on Feb 4, 2017 0:44:07 GMT
No confirmation, in fact they keep on insisting there is 'more to it' then what we have seen so far...and I am inclined to believe them actually. But from the information we have seen 3 abilities will at least be a baseline. I see. I guess we will have to wait for the 15 minutes gameplay video to judge for ourselves. If we are limited to 3 active abilities I hope it is per encounter and not per mission so I could rapidly switch between them, and I hope that the abilities have nuances and combo with other abilities to not make it seem so bad. I recently finished my last ME trilogy playthrough before Andromeda with a shotgun Sentinel that uses 6 abilities pretty much all the time. Tbh yes I think weare going to have to but hopefully the power system is fully explained then.
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Post by Iakus on Feb 4, 2017 0:44:21 GMT
Which is of course completely irrelevant to anyone else who prefers more variety. I'm just saying it can be done and I seemed to have as much fun (who knows maybe even more) for anyone who used 6 ability slots for their characters. Not to mention you have way more varietty in this game then you did in the trilogy, you just can't use all of that variety at the same time. Which it would require an insane amount of keybinding OR an insanely large tactical wheel that you would have to pause to go through each time if you were to access all those potential abilities at the same time. Yeah, if you want to switch from using Warp to Stasis you bash yourself over the head until Ryder's brain is damaged enough to forget how to use that ability. Just like the characters in DAI forgetting how to backstab, or pommel strike
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Post by colfoley on Feb 4, 2017 0:47:15 GMT
I'm just saying it can be done and I seemed to have as much fun (who knows maybe even more) for anyone who used 6 ability slots for their characters. Not to mention you have way more varietty in this game then you did in the trilogy, you just can't use all of that variety at the same time. Which it would require an insane amount of keybinding OR an insanely large tactical wheel that you would have to pause to go through each time if you were to access all those potential abilities at the same time. Yeah, if you want to switch from using Warp to Stasis you bash yourself over the head until Ryder's brain is damaged enough to forget how to use that ability. Just like the characters in DAI forgetting how to backstab, or pommel strike That's just being obtuse. You don't 'forget' how to do certain things when you are no longer actively doing them. Your computer dosen't forget how to use MS word when you don't have the program actively going at the same time. It works the same way, in principle, for combat. My character may know how to use leaping shot but chooses not to use it for either RP reasons or because I fear jumping them off a bridge.
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