Iakus
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Post by Iakus on Dec 22, 2016 16:48:13 GMT
Okeer was a bit of a missed opportunity actually. He had interesting ideas about dealing with the genophage. Very Sith-like as well, if I recall. I think if there are more like him the krogan can be a threat again. He both refuses to be victimized by it or to blame all his woes on it and "overcomes" it in a way that's along the lines of what you said needed to happen- a move away from hordes and We Have Reserves and more into stronger individuals. I think Grunt's ok but costing Okeer to get him kind of sucks. Yeah, but can you imagine Bioware doing a super pragmatic survival-of-the-fittest kind of character as a companion instead of the low hanging fruit of Grunt the goofy teenager? Especially a cerebral type rather than someone like Zaeed?... (heh... Zaeed, I can't forget the cop-out in his personal mission, how you can get his loyalty despite taking his revenge from him by using the magic of paragon-ism) They've done it before, just not with Mass Effect Morrigan Sagacious Zu Isabela, to some extent Canderous Ordo
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Post by jjdxb on Dec 22, 2016 17:12:39 GMT
I doubt they're going to re-enact the genophage a cure plots anyway. The krogans will likely remain non cured. As it was said before, they still have the means to survive, though a change in mentality is needed. I think that Mac Walters said somewhat vaguely that it was going to be one of the thing that we'll have to deal with in ME:A, so I'd say that it's early to jump to conclusions. "Dealing" with the genophage could be as simple as dealing with ongoing Krogan resentment over it, not necessarily curing it. Really, the best way to include a "cure" plot would be through some kind of alien tech. Frankly, I doubt the AI would have the resources within any reasonable timeframe from the game start to cure the genophage on their own.
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Post by Element Zero on Dec 22, 2016 17:13:23 GMT
Do you recall where? I do hope that he meant more about dealing with being not cured and finding a mean to build their society around that. Doing the same, exact plot and conclusion will be a bit boring. He wasn't very clear, and it likely won't be the same plot (obviously). I think it's from the thread of him answering questions? Can't say for sure. He wasn't very clear, and it likely won't be the same plot (obviously). I think it's from the thread of him answering questions? Can't say for sure. Thanks for the info. I'll check it. It was in a video interview with Game Informer, if I'm not mistaken. If it wasn't a video interview, it was a GI online interview. He may not have been speaking of a cure, but the genophage is definitely going to be an elephant in the room that must be addressed. That could be what he was acknowledging. We shall see. It's been interesting observing the discussion in this thread. I'm excited for MEA, but this issue is one more reason for me to regret the move away from the Milky Way. I'd have liked to have faced the repercussions of the Reaper War, and the post-war changes, whatever BioWare chose them to be. I realize they'd have had to pare down the variables, since the myriad possibilities had become too many. I'd have been 100% supportive of their doing so. I'll always view it as unfortunate that they were unwilling to pick a baseline, post-war galaxy and continue the ME story from that point. The fact that we won't see the Milky Way again (any time soon, at least) has actually made me very apathetic about replaying the OT, of late. I'd not anticipated feeling that way. Oh, well. I'm not trying to take this thread in that direction. Let's hope whatever genophage story that is told is a good one. I don't want this to be a major theme, whatever they do. We've already experienced this as a major theme; so, no matter what they do, it needs to be concise.
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The Elder King
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Post by The Elder King on Dec 22, 2016 18:00:26 GMT
He wasn't very clear, and it likely won't be the same plot (obviously). I think it's from the thread of him answering questions? Can't say for sure. Thanks for the info. I'll check it. It was in a video interview with Game Informer, if I'm not mistaken. If it wasn't a video interview, it was a GI online interview. He may not have been speaking of a cure, but the genophage is definitely going to be an elephant in the room that must be addressed. That could be what he was acknowledging. We shall see. It's been interesting observing the discussion in this thread. I'm excited for MEA, but this issue is one more reason for me to regret the move away from the Milky Way. I'd have liked to have faced the repercussions of the Reaper War, and the post-war changes, whatever BioWare chose them to be. I realize they'd have had to pare down the variables, since the myriad possibilities had become too many. I'd have been 100% supportive of their doing so. I'll always view it as unfortunate that they were unwilling to pick a baseline, post-war galaxy and continue the ME story from that point. The fact that we won't see the Milky Way again (any time soon, at least) has actually made me very apathetic about replaying the OT, of late. I'd not anticipated feeling that way. Oh, well. I'm not trying to take this thread in that direction. Let's hope whatever genophage story that is told is a good one. I don't want this to be a major theme, whatever they do. We've already experienced this as a major theme; so, no matter what they do, it needs to be concise. It'll likely be related to Drack's loyalty quest, considering it seems to be about the future of the krogans in Andromeda.
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Post by BansheeOwnage on Dec 22, 2016 19:34:12 GMT
I don't see it as inherently risky. Just requiring a bit more forethought. They won't be able to account for every outcome but as long as they account for the most obvious ones in a way that makes sense, that should be good enough. Oh, I agree, I'm just looking for explanations why some companies still write extremely formulaic stories... Stories have always been formulaic in various ways. For instance, having acts, intro, rising action, climax, epilogue etc. And there are good reasons for that, since that structure is built to deliver an emotionally satisfying story. I think the one of the main reasons stories appear formulaic these days is simply a product of the fact that we have more stories, across various media, than ever before (and obviously that will keep happening if we don't lose records). The more stories there are, the more times you're going to see similar things happen in them. The more stories there are, the less original each will appear. I don't know which ways you're talking about specifically, though, so without more info I can't say much. However, one thing I'm adamant on, everything must carry over in New Game Plus. XP level, armor, weapons, gear, blueprints, crafting materials. Normally that should go without saying, but I'm being paranoid. Don't really want XP to carry over but I'll take everything else. It depends on the system. I believe it was impossible to reach level 60 in ME1 without a newgame+, and I found it tedious and annoying to play the beginning at a low level, so that was a nice feature (low-level play after experiencing high-level play is often annoying in many games, not just ME1). Newgame+ might also unlock higher levels (I believe ME3 did this if you didn't import), so it would make sense for XP to carry over in that case. We need to know more. Why do we even have to gather raw materials to craft armor? You'd think an expedition of this size and magnitude would carry a metric f-ton of raw materials for repairs, maintenance and production all kinds of equipment. You'd need lots of spare stuff before finding lucrative planets and get mining operations up and running. Yet to make a freaking helmet or a single armor chest piece we have to dig around in the dirt of some random planets and put iron ore and crystals into our interstellar loot backpack? Weird. Yeah, it's pretty weird. Stuff like that is very common in games, like having to gather materials yourself in DA:I even after becoming the Inquisitor instead of using the Inquisition's supply. You wouldn't think making a weapon or even an entire suit of armour would take so many resources that you'd need to find them yourself in ME:A and instead use what was brought and already gathered by people specialized in resource-gathering. We already know we have to build the Nexus when we get there. As insane as it might or might not be they were expecting to find resources when we got there, that's part of our job. But again this part of the gameplay is optional. That's like saying allocating your skill points is optional, or having conversations. I mean, sure, technically it is... But you're going to put yourself at a large disadvantage if you don't do it and you'll most likely miss out on a lot of stuff, and it's not how the game is meant to be played. "Oh, but you can ignore it" is no excuse for making a crappy system. It's obviously a feature they want to be used as standard, just like DA:I, so of course people want it to be good an make sense. The paragon decision to save the Council on the Destiny Ascension in ME1 resulted in substantial damage to the Earth fleets and a reduction in their War Asset values in ME3. Actually, I think the numbers balanced out, as they usually did for choice-based consequences. The Alliance fleet may have reduced assets, but you get the Destiny Ascension instead. So that's not a case of paragon losing, really. Hah... hahaha... ha... yea, right. I've yet to see BW (or any other developer, for that matter) taking the risk of making a hard R game... and I'm not talking about vapid violence. A high rating does not a mature story make. In fact, I find a lot of the content of an R rating is often used in an immature manner. Conversely, you can have a low-rated story that is good and does have mature themes. Basically, rating is inconsequential to that. Very true... that already started with the players ability to always clearly identify the good and bad options through how the dialogue wheel was presented. I hope they take a page from other/older games there, where you actually have to read what the choices are... and let's be honest, even in DAI, you usually could safely choose the top right option to be in the "good".Yeah, I never understood the decision to remove DA2's tone icons from conversation (even when they added a toggle for them to appear!) when they're clearly organized in the same way in DA:I: Diplomatic/empathetic on top, sarcastic/neutral in the middle, direct/aggressive on bottom. In fact, removing the tone icons was a bad move since there were at least 6 in DA2 despite 3 options at a time (for instance purple had the sarcastic icon or charm icon depending), which gave you an indication of how the line would be said. Removing that added clarity is counterproductive, especially since (as I said) they added a toggle for those to appear if you didn't want them. Actually, that tidal wave was misunderstood. It wasn't a wave per se, in the sense that it didn't travel along the planet but rather remained in a fixed point relative to the black hole it orbited due to immense gravity. Take a look at this diagram: It's the same principle, just on a much larger scale, so imagine the high tide on Miller's planet simply being taller and thinner. So the team was getting closer to the tidal wave because of the planet's rotation; the wave was not moving towards them. Also, love what you did with your avatar I find that hard to wrap my head around. So the water is what, being held suspended by the gravitational pull? That... doesn't make sense. If the gravity of the black hole is enough to pull water off it, why wouldn't it pull all water off? Or finish pulling the water instead of being suspended? The only thing that would suspend any mass like that would be an equal gravitational pull stopping it from moving. And I don't need to tell you the idea of the planet exerting the same pull as a black hole is ridiculous. Or why wouldn't the planet's orbit decay (unless it was and I'm forgetting that part, but still). I can google people explaining it with math so maybe it's a thing, but I'm confused. Also thanks! Well, having not run or seen the calculations myself, I don't know if what was presented in the movie exactly would happen in real life, but the basic concept is sound. Maybe the wave was still exaggeratedly large. But it's worth noting that even though we don't feel the gravity of the moon when walking around, it still affects the entire ocean on Earth in a noticeable manner. The moon can still do that even without having the same pull as Earth, so the black hole should be able to pull on the water as well, even if the planet had more influence on it. Think of it like a perpetual game of tug-of-war where the water is the rope and it ends up somewhere between the two contestants (moon/black hole and Earth/Miller's planet). It's still closer to Earth/Miller because it has stronger pull (at that distance), but the moon/black hole affects it too. Hopefully that helps. Also you're welcome! Edit: Oops, forgot some stuff
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Post by Iakus on Dec 22, 2016 19:46:21 GMT
A high rating does not a mature story make. In fact, I find a lot of the content of an R rating is often used in an immature manner. Conversely, you can have a low-rated story that is good and does have mature themes. Basically, rating is inconsequential to that. So. Much. THIS!
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Post by themikefest on Dec 22, 2016 20:13:48 GMT
That's like saying allocating your skill points is optional, or having conversations. I mean, sure, technically it is... But you're going to put yourself at a large disadvantage if you don't do it and you'll most likely miss out on a lot of stuff, and it's not how the game is meant to be played. Why? It adds replay value doing a playthrough like that. I've done it in DAI and ME They don't. To get the highest number of assets, the council needs to be alive. To get the lowest number of assets, the council needs to be alive.
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Post by colfoley on Dec 22, 2016 21:19:15 GMT
Oh, I agree, I'm just looking for explanations why some companies still write extremely formulaic stories... Stories have always been formulaic in various ways. For instance, having acts, intro, rising action, climax, epilogue etc. And there are good reasons for that, since that structure is built to deliver an emotionally satisfying story. I think the one of the main reasons stories appear formulaic these days is simply a product of the fact that we have more stories, across various media, than ever before (and obviously that will keep happening if we don't lose records). The more stories there are, the more times you're going to see similar things happen in them. The more stories there are, the less original each will appear. I don't know which ways you're talking about specifically, though, so without more info I can't say much. Don't really want XP to carry over but I'll take everything else. It depends on the system. I believe it was impossible to reach level 60 in ME1 without a newgame+, and I found it tedious and annoying to play the beginning at a low level, so that was a nice feature (low-level play after experiencing high-level play is often annoying in many games, not just ME1). Newgame+ might also unlock higher levels (I believe ME3 did this if you didn't import), so it would make sense for XP to carry over in that case. We need to know more. Why do we even have to gather raw materials to craft armor? You'd think an expedition of this size and magnitude would carry a metric f-ton of raw materials for repairs, maintenance and production all kinds of equipment. You'd need lots of spare stuff before finding lucrative planets and get mining operations up and running. Yet to make a freaking helmet or a single armor chest piece we have to dig around in the dirt of some random planets and put iron ore and crystals into our interstellar loot backpack? Weird. Yeah, it's pretty weird. Stuff like that is very common in games, like having to gather materials yourself in DA:I even after becoming the Inquisitor instead of using the Inquisition's supply. You wouldn't think making a weapon or even entire suit of armour would take so many resources that you'd need to find them yourself in ME:A and instead use what was brought and already gathered by people specialized in resource-gathering. That's like saying allocating your skill points is optional, or having conversations. I mean, sure, technically it is... But you're going to put yourself at a large disadvantage if you don't do it and you'll most likely miss out on a lot of stuff, and it's not how the game is meant to be played. "Oh, but you can ignore it" is no excuse for making a crappy system. It's obviously a feature they want to be used as standard, just like DA:I, so of course people want it to be good an make sense. The paragon decision to save the Council on the Destiny Ascension in ME1 resulted in substantial damage to the Earth fleets and a reduction in their War Asset values in ME3. Actually, I think the numbers balanced out, as they usually did for choice-based consequences. The Alliance fleet may have reduced assets, but you get the Destiny Ascension instead. So that's not a case of paragon losing, really. Hah... hahaha... ha... yea, right. I've yet to see BW (or any other developer, for that matter) taking the risk of making a hard R game... and I'm not talking about vapid violence. A high rating does not a mature story make. In fact, I find a lot of the content of an R rating is often used in an immature manner. Conversely, you can have a low-rated story that is good and does have mature themes. Basically, rating is inconsequential to that. Very true... that already started with the players ability to always clearly identify the good and bad options through how the dialogue wheel was presented. I hope they take a page from other/older games there, where you actually have to read what the choices are... and let's be honest, even in DAI, you usually could safely choose the top right option to be in the "good".Yeah, I never understood the decision to remove DA2's tone icons from conversation (even when they added a toggle for them to appear!) when they're clearly organized in the same way in DA:I: Diplomatic/empathetic on top, sarcastic/neutral in the middle, direct/aggressive in bottom. In fact, removing the tone icons was a bad move since there were at least 6 in DA2 despite 3 options at a time (for instance purple had the sarcastic icon and charm depending), which gave you an indication of how the line would be said. Removing that added clarity is counterproductive, especially since (as I said) they added a toggle for those to appear if you didn't want them. I find that hard to wrap my head around. So the water is what, being held suspended by the gravitational pull? That... doesn't make sense. If the gravity of the black hole is enough to pull water off it, why wouldn't it pull all water off? Or finish pulling the water instead of being suspended? The only thing that would suspend any mass like that would be an equal gravitational pull stopping it from moving. And I don't need to tell you the idea of the planet exerting the same pull as a black hole is ridiculous. Or why wouldn't the planet's orbit decay (unless it was and I'm forgetting that part, but still). I can google people explaining it with math so maybe it's a thing, but I'm confused. Also thanks! Well, having not run or seen the calculations myself, I don't know if what was presented in the movie exactly would happen in real life, but the basic concept is sound. Maybe the wave was still exaggeratedly large. But it's worth noting that even though we don't feel the gravity of the moon when walking around, it still affects the entire ocean on Earth in a noticeable manner. The moon can still do that even without having the same pull as Earth, so the black hole should be able to pull on the water as well, even if the planet had more influence on it. Think of it like a perpetual game of tug-of-war where the water is the rope and it ends up somewhere between the two contestants (moon/black hole and Earth/Miller's planet). It's still closer to Earth/Miller because it has stronger pull (at that distance), but the moon/black hole affects it too. Hopefully that helps. Also you're welcome! Edit: Oops, forgot some stuff Except. I loved the crap out of DA Is crafting system. It was the first, and to this point only, crafting system, I ever fully enjoyed. Hell even nominally tolerated to this point. Typically I ignore a games crafting system or have to be poked and prodded into using it or use it as a neccessity because you have to get those swallow potions somehow. But. The point of the matter is I know of people who did not use the game's crafting system. As per Zero Punctiation's review on Dragon Age Inquisition. And presumably he was just fine in playing the game. Similar stories sprinkled here and there but his is the most immediete to come to mind. My conclusion? Its not the least bit neccessary for the game and sure they might sign post it all they want but at the end of the day it is up to the player's choice whether they partake or not. And for players to go around saying how horrible something is when its completley optional is assinine. Sure, suggest improvements all the live long day, but on the other hand very few people have actually posted suggestions on how to improve the system. Prefering to rely on a good hearty 'oh no not that piece of crap!' The better analogy though would be collecting all the Shards. Its in the game. Clearly they want you to do it. You even benefit from doing them with large amounts of gold and cool character reistances....only collected them all once.
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Post by BansheeOwnage on Dec 22, 2016 21:35:58 GMT
As to the P/R reward for unmarked choices, I knew it was happening for some, but not for that one. I'd call BS on Renegade points for that choice. The fact that 0 souls were hurt by my actions, combined with the results of said actions, prove my point. I'll be really glad to see P/R gone. It's a silly game mechanic for this type of game. I'd just like to point out that determining whether an action is paragon or renegade depends more on the (assumed) mentality behind it rather than the consequences, immediate or otherwise. I'm definitely not saying that I always agree with Bioware's determination of which is which, but I wouldn't say that not harming anyone is grounds alone for not being renegade, and I don't think the consequences of that choice in the next game (which even Bioware may not have known at the time) are either. I understand why Bioware made saving Maelon's data renegade; they were using the logic that an extremely moral person would not use data obtained unethically (like evidence obtained illegally) and a pragmatist would. I think that's where I'd categorize them if I was locked into a binary system as well. In real life, I'd definitely use the data (if I was trying to cure the genophage) because I feel like not using it would be morally worse, especially because it would render the deaths of the krogan who died for that data pointless. As for ME:A, I'd bet it'll be like DA:I where it's more of an invisible morality system, at least as far as dialogue options are grouped. Whether the game keeps track of your personality, I don't know. It might be like DA2 where autodialogue is chosen based on your most used type of line. As an aside, I'm quite sad that opinionated autodialogue is making a return after DA:I made even neutral autodialogue a very rare occurrence Another reason why I hate a game that forces me to collect materiel for crafting. The game doesn't force you to collect material for crafting. Its an option. I did a playthrough without crafting anything. Just used what was taken from the dead bodies. Because materials tend to be more or less in your path while adventuring, it makes it a lot harder for many people to resist picking them up, since they're close. This got very tedious very fast. If they were in specific areas of a map, it might be different, but that has its own problems. Huh? 10 females are enough to overpopulate any other AI species in two years. Ten years to overpopulate entire initiative. Krogan birth rates Are. Ridiculous. Agreed. Almost enough of one where I am tempted to accuse BioWare of bad writing. But on the flip side I doubt the first game is going to take place over 2 years, canonically speaking. So, for ME A, curing the genophage is not going to be a problem. For future games however, it might become one. The genophage doesn't even need to be cured in the Andromeda saga, in theory. If the krogan who went along with the expedition are smart enough not to want to kill each other too much (which you'd think the Initiative would want in its members), they should have exactly the same possible birth rates as humans. If those krogan teach their offspring correctly, the genophage would be a non-issue. Going to Andromeda is a second chance for krogan culture more than population growth, and it'll be interesting to see how that's handled. On a less bitter note, I think they hit some of those points with Javik. He's pretty unrepentantly ruthless and is never soundly proven wrong. And even if he was just made that way by war, I do enjoy the deconstruction of the Protheans as benevolent Precursors. Javik was an interesting character. He was one of the biggest advocates for the destroy option, other than Anderson. As far as I'm concerned, he was perfectly right about that.
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Post by colfoley on Dec 22, 2016 21:38:29 GMT
As to the P/R reward for unmarked choices, I knew it was happening for some, but not for that one. I'd call BS on Renegade points for that choice. The fact that 0 souls were hurt by my actions, combined with the results of said actions, prove my point. I'll be really glad to see P/R gone. It's a silly game mechanic for this type of game. I'd just like to point out that determining whether an action is paragon or renegade depends more on the (assumed) mentality behind it rather than the consequences, immediate or otherwise. I'm definitely not saying that I always agree with Bioware's determination of which is which, but I wouldn't say that not harming anyone is grounds alone for not being renegade, and I don't think the consequences of that choice in the next game (which even Bioware may not have known at the time) are either. I understand why Bioware made saving Maelon's data renegade; they were using the logic that an extremely moral person would not use data obtained unethically (like evidence obtained illegally) and a pragmatist would. I think that's where I'd categorize them if I was locked into a binary system as well. In real life, I'd definitely use the data (if I was trying to cure the genophage) because I feel like not using it would be morally worse, especially because it would render the deaths of the krogan who died for that data pointless. As for ME:A, I'd bet it'll be like DA:I where it's more of an invisible morality system, at least as far as dialogue options are grouped. Whether the game keeps track of your personality, I don't know. It might be like DA2 where autodialogue is chosen based on your most used type of line. As an aside, I'm quite sad that opinionated autodialogue is making a return after DA:I making even neutral autodialogue a very rare occurrence The game doesn't force you to collect material for crafting. Its an option. I did a playthrough without crafting anything. Just used what was taken from the dead bodies. Because materials tend to be more or less in your path while adventuring, it makes it a lot harder for many people to resist picking them up, since they're close. This got very tedious very fast. If they were in specific areas of a map, it might be different, but that has its own problems. Agreed. Almost enough of one where I am tempted to accuse BioWare of bad writing. But on the flip side I doubt the first game is going to take place over 2 years, canonically speaking. So, for ME A, curing the genophage is not going to be a problem. For future games however, it might become one. The genophage doesn't even need to be cured in the Andromeda saga, in theory. If the krogan who went along with the expedition are smart enough not to want to kill each other too much (which you'd think the Initiative would want in its members), they should have exactly the same possible birth rates as humans. If those krogan teach their offspring correctly, the genophage would be a non-issue. Going to Andromeda is a second chance for krogan culture more than population growth, and it'll be interesting to see how that's handled. On a less bitter note, I think they hit some of those points with Javik. He's pretty unrepentantly ruthless and is never soundly proven wrong. And even if he was just made that way by war, I do enjoy the deconstruction of the Protheans as benevolent Precursors. Javik was an interesting character. He was one of the biggest advocates for the destroy option, other than Anderson. As far as I'm concerned, he was perfectly right about that. Oooohh I like that. I like that a lot. Hopefully its something they do in Andromeda. Actually that could very easily be the thrust of the loyalty mission that Drax wants you to do. Two Krogans are starting to war against each other doing the old ways again, heck we've already seen Krogan bouncers, so Drax asks you to intervene...or is it Drack?
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Post by BansheeOwnage on Dec 23, 2016 4:50:37 GMT
That's like saying allocating your skill points is optional, or having conversations. I mean, sure, technically it is... But you're going to put yourself at a large disadvantage if you don't do it and you'll most likely miss out on a lot of stuff, and it's not how the game is meant to be played. Why? It adds replay value doing a playthrough like that. I've done it in DAI and ME They don't. To get the highest number of assets, the council needs to be alive. To get the lowest number of assets, the council needs to be alive. 1. For you, I guess, and that's good. But I don't get replay value out of purposely gimping myself just so I can gimp myself differently next playthrough Weren't you the one who played a run with only a pistol? I'm all for a challenge, but I don't get much enjoyment out of intentionally handicapping myself. So I'll try to always have the best gear every playthrough for whatever playstyle I'm using... unless there's something low-level that looks much better 2. Are you confirming what I said? That the war asset numbers are equal or near-equal? That's like saying allocating your skill points is optional, or having conversations. I mean, sure, technically it is... But you're going to put yourself at a large disadvantage if you don't do it and you'll most likely miss out on a lot of stuff, and it's not how the game is meant to be played. "Oh, but you can ignore it" is no excuse for making a crappy system. It's obviously a feature they want to be used as standard, just like DA:I, so of course people want it to be good an make sense. Except. I loved the crap out of DA Is crafting system. It was the first, and to this point only, crafting system, I ever fully enjoyed. Hell even nominally tolerated to this point. Typically I ignore a games crafting system or have to be poked and prodded into using it or use it as a neccessity because you have to get those swallow potions somehow. But. The point of the matter is I know of people who did not use the game's crafting system. As per Zero Punctiation's review on Dragon Age Inquisition. And presumably he was just fine in playing the game. Similar stories sprinkled here and there but his is the most immediete to come to mind. My conclusion? Its not the least bit neccessary for the game and sure they might sign post it all they want but at the end of the day it is up to the player's choice whether they partake or not. And for players to go around saying how horrible something is when its completley optional is assinine. Sure, suggest improvements all the live long day, but on the other hand very few people have actually posted suggestions on how to improve the system. Prefering to rely on a good hearty 'oh no not that piece of crap!' The better analogy though would be collecting all the Shards. Its in the game. Clearly they want you to do it. You even benefit from doing them with large amounts of gold and cool character reistances....only collected them all once. I like crafting, and DA:I's system was pretty good. While I stick by my assertion that foregoing crafting will put you at a disadvantage, it's the resource-gathering that I was mostly talking about being annoying, which indirectly made crafting more annoying than it needed to be. It was also only really optional if you had an easy time with the game. If you didn't, you had to craft the best gear constantly, which meant farming for resources, because looted gear just couldn't keep up to crafted stuff. If that's not an issue in ME:A, I'll agree it's more optional. But there are other factors. Resource-gathering didn't only allow crafting of weapons and armour, but also potions (which are game-changers) and even Skyhold upgrades. It's likely we'll need to gather resources to upgrade the Nomad and Tempest, like we did for the Normandy, so if the system sucks, people will still complain and rightly so. We might need materials for consumables as well. Basically, we need more info and probably just need to play the game before coming to any conclusions I also disagree with the idea that "saying how horrible something is when it's completely optional is asinine". Romances are optional, but that doesn't mean people shouldn't complain if they suck. Crafting will be an important feature, and in my opinion less optional than romances, so it should be good. The genophage doesn't even need to be cured in the Andromeda saga, in theory. If the krogan who went along with the expedition are smart enough not to want to kill each other too much (which you'd think the Initiative would want in its members), they should have exactly the same possible birth rates as humans. If those krogan teach their offspring correctly, the genophage would be a non-issue. Going to Andromeda is a second chance for krogan culture more than population growth, and it'll be interesting to see how that's handled. Oooohh I like that. I like that a lot. Hopefully its something they do in Andromeda. Actually that could very easily be the thrust of the loyalty mission that Drax wants you to do. Two Krogans are starting to war against each other doing the old ways again, heck we've already seen Krogan bouncers, so Drax asks you to intervene...or is it Drack? Drack, yeah. This is Drax While we did see krogan as bodyguards already, we'll likely have to wait until launch to see whether that's all they're relegated to doing and what their general mentality is.
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Post by colfoley on Dec 23, 2016 4:57:08 GMT
Why? It adds replay value doing a playthrough like that. I've done it in DAI and ME They don't. To get the highest number of assets, the council needs to be alive. To get the lowest number of assets, the council needs to be alive. 1. For you, I guess, and that's good. But I don't get replay value out of purposely gimping myself just so I can gimp myself differently next playthrough Weren't you the one who played a run with only a pistol? I'm all for a challenge, but I don't get much enjoyment out of intentionally handicapping myself. So I'll try to always have the best gear every playthrough for whatever playstyle I'm using... unless there's something low-level that looks much better 2. Are you confirming what I said? That the war asset numbers are equal or near-equal? Except. I loved the crap out of DA Is crafting system. It was the first, and to this point only, crafting system, I ever fully enjoyed. Hell even nominally tolerated to this point. Typically I ignore a games crafting system or have to be poked and prodded into using it or use it as a neccessity because you have to get those swallow potions somehow. But. The point of the matter is I know of people who did not use the game's crafting system. As per Zero Punctiation's review on Dragon Age Inquisition. And presumably he was just fine in playing the game. Similar stories sprinkled here and there but his is the most immediete to come to mind. My conclusion? Its not the least bit neccessary for the game and sure they might sign post it all they want but at the end of the day it is up to the player's choice whether they partake or not. And for players to go around saying how horrible something is when its completley optional is assinine. Sure, suggest improvements all the live long day, but on the other hand very few people have actually posted suggestions on how to improve the system. Prefering to rely on a good hearty 'oh no not that piece of crap!' The better analogy though would be collecting all the Shards. Its in the game. Clearly they want you to do it. You even benefit from doing them with large amounts of gold and cool character reistances....only collected them all once. I like crafting, and DA:I's system was pretty good. While I stick by my assertion that foregoing crafting will put you at a disadvantage, it's the resource-gathering that I was mostly talking about being annoying, which indirectly made crafting more annoying than it needed to be. It was also only really optional if you had an easy time with the game. If you didn't, you had to craft the best gear constantly, which meant farming for resources, because looted gear just couldn't keep up to crafted stuff. If that's not an issue in ME:A, I'll agree it's more optional. But there are other factors. Resource-gathering didn't only allow crafting of weapons and armour, but also potions (which are game-changers) and even Skyhold upgrades. It's likely we'll need to gather resources to upgrade the Nomad and Tempest, like we did for the Normandy, so if the system sucks, people will still complain and rightly so. We might need materials for consumables as well. Basically, we need more info and probably just need to play the game before coming to any conclusions I also disagree with the idea that "saying how horrible something is when it's completely option is asinine". Romances are optional, but that doesn't mean people shouldn't complain if they suck. Crafting will be an important feature, and in my opinion less optional than romances, so it should be good. Oooohh I like that. I like that a lot. Hopefully its something they do in Andromeda. Actually that could very easily be the thrust of the loyalty mission that Drax wants you to do. Two Krogans are starting to war against each other doing the old ways again, heck we've already seen Krogan bouncers, so Drax asks you to intervene...or is it Drack? Drack, yeah. This is Drax While we did see krogan as bodyguards already, we'll likely have to wait until launch to see whether that's all they're relegated to doing and what their general mentality is. I am kind of hoping we can set the Nomad off to go on its own remotely while we are not driving it and having to go outside and do quests. Which is why it came up with a 'mining computer'. Granted I doubt this is possible, and even if it is they will probably make it more benefiical to collect materials 'manually' but it might be one nice way to give players more options.
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Post by themikefest on Dec 23, 2016 7:20:03 GMT
1. For you, I guess, and that's good. But I don't get replay value out of purposely gimping myself just so I can gimp myself differently next playthrough Weren't you the one who played a run with only a pistol? I'm all for a challenge, but I don't get much enjoyment out of intentionally handicapping myself. So I'll try to always have the best gear every playthrough for whatever playstyle I'm using... unless there's something low-level that looks much better Yes I did do a playthrough using only a level 1 pistol. A lot of my playthroughs I've done is using only one weapon. I even done a few playthroughs using no weapons, except when forced to. No. If they were, getting the highest and lowest ems wouldn't matter if the council is saved or not
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Post by helios969 on Dec 23, 2016 12:12:29 GMT
I think that Mac Walters said somewhat vaguely that it was going to be one of the thing that we'll have to deal with in ME:A, so I'd say that it's early to jump to conclusions. "Dealing" with the genophage could be as simple as dealing with ongoing Krogan resentment over it, not necessarily curing it. Really, the best way to include a "cure" plot would be through some kind of alien tech. Frankly, I doubt the AI would have the resources within any reasonable timeframe from the game start to cure the genophage on their own. I like your first idea and pretty much prefer that approach. I don't necessarily agree with the 2nd part. It all kind of depends how the AI is presented to us. If part of the mission goals and objectives is to start anew in an attempt to correct the past conflicts between the races, the Salarian contingent might consider the Genophage part of their embarrassing past that needs to be corrected. Maelon was only one Salarian working alone and managed to put a cure in motion (not really believable but that's a different argument). It's possible if fixing the Genophage was intended from the early stages of the project that they already have a methodology for a cure already worked out by the time we exit TMW. Of course, they would have needed to stay on their toes for possible STG sabotage. Still prefer not really dealing with it but it's doable provided the writers present a comprehensive blueprint that can get the player base to buy in.
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Post by Thrombin on Dec 23, 2016 12:15:16 GMT
The paragon decision to save the Council on the Destiny Ascension in ME1 resulted in substantial damage to the Earth fleets and a reduction in their War Asset values in ME3. Actually, I think the numbers balanced out, as they usually did for choice-based consequences. The Alliance fleet may have reduced assets, but you get the Destiny Ascension instead. So that's not a case of paragon losing, really. I looked it up. If you save the council: First Fleet = 65 Third Fleet = 65 Fifth Fleet = 65 Destiny Ascension = 70 Total 265 If you don't save the council: First Fleet = 90 Third Fleet = 90 Fifth Fleet = 90 Admiral Mikhailovitch = 25 Authorize Civilian Consultant at Spectre Terminal = 10 Total 305 Although I wasn't really speaking strictly from a numbers point of view. I was pointing out that sometimes Paragon choices can have consequences that paragons would consider negative. Meaning that the choices aren't as black and white as they seem.
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Post by lundajfs on Dec 23, 2016 13:40:13 GMT
DAI crafting system is amazing. Resources gathering and schematics finding however are not. The game became 0.1% bearable after Golden Nug (to a total of 0.1% bearability) because it meant not having to farm for schematics. Resources however are more complicated because either you farm resources or farm money to buy resorces, either way... farming... which would be great in Final Fantasy but in DAI, specially with DAI combat... which insists on getting in our way through the game... not acceptable. Bioware seriously need to get rid of this MMOzation of their games. Bioware games should rely on CHOICES to grant replayability and not boring resources gathering to extend playtime. A full playthrough of a Bioware game should last no more than 40 hours (60 with expansions/DLCs), doing absoutely everything, but in the end player should feel that unless they finish the game a thousand times to see different outcomes they are not done with it. The games should instigate the player to explore many possible outcomes (if not all) to their stories and characters. When you pay for a game you do not want a gruesome experience of pain that lasts more than a hundred hours (DAI) but instead you want something that perhaps, 10 years from now you want to play because you feel there is something there you still can do and you did not do before. I still want to do things in Baldur's Gate, KOTOR2 and NWN2, both exceeding 10 years, but since recent Bioware games have no stats and no joy in exploring character build they should explore what they offer, CHOICES and not make the player enter Cradle of Sulevin three thousand times to farm schematics and money.
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Post by themikefest on Dec 23, 2016 13:44:25 GMT
I looked it up. If you save the council: First Fleet = 65 Third Fleet = 65 Fifth Fleet = 65 Destiny Ascension = 70 Total 265 If you don't save the council: First Fleet = 90 Third Fleet = 90 Fifth Fleet = 90 Admiral Mikhailovitch = 25 Authorize Civilian Consultant at Spectre Terminal = 10 Total 305 Although I wasn't really speaking strictly from a numbers point of view. I was pointing out that sometimes Paragon choices can have consequences that paragons would consider negative. Meaning that the choices aren't as black and white as they seem. Since you posted those numbers, why not include the salarians as well? It makes a difference if the council is saved or not
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Post by javeart on Dec 23, 2016 15:06:37 GMT
DAI crafting system is amazing. Resources gathering and schematics finding however are not. The game became 0.1% bearable after Golden Nug (to a total of 0.1% bearability) because it meant not having to farm for schematics. Resources however are more complicated because either you farm resources or farm money to buy resorces, either way... farming... which would be great in Final Fantasy but in DAI, specially with DAI combat... which insists on getting in our way through the game... not acceptable. Bioware seriously need to get rid of this MMOzation of their games. Bioware games should rely on CHOICES to grant replayability and not boring resources gathering to extend playtime. A full playthrough of a Bioware game should last no more than 40 hours (60 with expansions/DLCs), doing absoutely everything, but in the end player should feel that unless they finish the game a thousand times to see different outcomes they are not done with it. The games should instigate the player to explore many possible outcomes (if not all) to their stories and characters. When you pay for a game you do not want a gruesome experience of pain that lasts more than a hundred hours (DAI) but instead you want something that perhaps, 10 years from now you want to play because you feel there is something there you still can do and you did not do before. I still want to do things in Baldur's Gate, KOTOR2 and NWN2, both exceeding 10 years, but since recent Bioware games have no stats and no joy in exploring character build they should explore what they offer, CHOICES and not make the player enter Cradle of Sulevin three thousand times to farm schematics and money. I agree so much with this, with all of it. The fun for me is making choices, not putting hours and hours to the point it starts feeling a bit like you're going to work, and crafting vs resource gathering in DAI is a good example of it
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Post by Thrombin on Dec 23, 2016 15:13:39 GMT
I looked it up. If you save the council: First Fleet = 65 Third Fleet = 65 Fifth Fleet = 65 Destiny Ascension = 70 Total 265 If you don't save the council: First Fleet = 90 Third Fleet = 90 Fifth Fleet = 90 Admiral Mikhailovitch = 25 Authorize Civilian Consultant at Spectre Terminal = 10 Total 305 Although I wasn't really speaking strictly from a numbers point of view. I was pointing out that sometimes Paragon choices can have consequences that paragons would consider negative. Meaning that the choices aren't as black and white as they seem. Since you posted those numbers, why not include the salarians as well? It makes a difference if the council is saved or not So it does, missed that one, thanks! Here are the Salarian entries: If you save the council: Salarian Third Fleet - 125 If you don't save the council: STG Task Force - 70 So final total: Saving the council = 390, Not saving the council = 375 Unless there's anything else I've missed
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Post by Deleted on Dec 23, 2016 16:21:22 GMT
I'd like to think that the game rewards consistency, If the Salarian councillor dies, than it's more beneficiary to have the sacrifice the original council, where as if he's alive it's better to save orginal council. The same goes for the Rachni Queen.
As a whole thoug War Asset were extremely poor gameplay mechanic, In spite of the great variety of different war assets entries they ended up having a surprisingly little impact. To make matters worse, the logic behind the numbers is non existent and completely arbitrary. A fleet is 90 points a single cruiser 40. the penalty for saving the council is 35 points for three fleets of a total 90 points. The Codex states that the Alliance lost eight cruisers in saving the council, and those loses still depleted a whole three fleets over three years later?. This makes no sense given the large amount of Alliance cruisers seen onscreen during the opening and endgame of ME3.
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Post by Thrombin on Dec 23, 2016 16:39:16 GMT
I'd like to think that the game rewards consistency, If the Salarian councillor dies, than it's more beneficiary to have the sacrifice the original council, where as if he's alive it's better to save orginal council. The same goes for the Rachni Queen. As a whole thoug War Asset were extremely poor gameplay mechanic, In spite of the great variety of different war assets entries they ended up having a surprisingly little impact. To make matters worse, the logic behind the numbers is non existent and completely arbitrary. A fleet is 90 points a single cruiser 40. the penalty for saving the council is 35 points for three fleets of a total 90 points. The Codex states that the Alliance lost eight cruisers in saving the council, and those loses still depleted a whole three fleets over three years later?. This makes no sense given the large amount of Alliance cruisers seen onscreen during the opening and endgame of ME3. It's an abstraction. it's fine. It only really mattered in my first playthrough which was with a vanilla ME3 character, not an import. Since I wasn't playing multi-player I had to use an iphone app to increase Galactic Readiness and even then I don't think I unlocked the Synthesis ending. After that, with all the DLC and imported characters it was never a problem getting max assets even without using the app.
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Post by themikefest on Dec 23, 2016 17:25:15 GMT
So final total: Saving the council = 390, Not saving the council = 375 The number 375. Why is the below included in that number when it has nothing to do with the council? And where did you get the number 10 from?
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Post by Thrombin on Dec 23, 2016 18:09:02 GMT
So final total: Saving the council = 390, Not saving the council = 375 The number 375. Why is the below included in that number when it has nothing to do with the council? And where did you get the number 10 from? I googled for info on the war assets and found this page: uk.ign.com/wikis/mass-effect-3/Alliance_War_AssetsIn there is an entry under the Alliance Fifth Fleet heading: To be honest I have no idea why that would only be available if the Council died but that's what the article says!
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Post by Vall on Dec 23, 2016 18:15:34 GMT
To be honest I have no idea why that would only be available if the Council died but that's what the article says! I have civilian consultant on my current run and I never sacrifice the Council, so it's either bugged or the information on wiki is wrong >_>
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Post by Deleted on Dec 23, 2016 18:16:42 GMT
DAI crafting system is amazing. Resources gathering and schematics finding however are not. The game became 0.1% bearable after Golden Nug (to a total of 0.1% bearability) because it meant not having to farm for schematics. Resources however are more complicated because either you farm resources or farm money to buy resorces, either way... farming... which would be great in Final Fantasy but in DAI, specially with DAI combat... which insists on getting in our way through the game... not acceptable. Bioware seriously need to get rid of this MMOzation of their games. Bioware games should rely on CHOICES to grant replayability and not boring resources gathering to extend playtime. A full playthrough of a Bioware game should last no more than 40 hours (60 with expansions/DLCs), doing absoutely everything, but in the end player should feel that unless they finish the game a thousand times to see different outcomes they are not done with it. The games should instigate the player to explore many possible outcomes (if not all) to their stories and characters. When you pay for a game you do not want a gruesome experience of pain that lasts more than a hundred hours (DAI) but instead you want something that perhaps, 10 years from now you want to play because you feel there is something there you still can do and you did not do before. I still want to do things in Baldur's Gate, KOTOR2 and NWN2, both exceeding 10 years, but since recent Bioware games have no stats and no joy in exploring character build they should explore what they offer, CHOICES and not make the player enter Cradle of Sulevin three thousand times to farm schematics and money. ^+1 Emphatically agree
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