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Post by Nashimura on Dec 27, 2016 15:35:40 GMT
I feel like if the other sibling is in the game, they are going to need to have there own personality for when we play the other, the way the whole game is set up means they cannot really be an effective blank state. I am actually happy about that, i am done with blank protagonists, DA:I's was the blankest you could get, they had no personality what so ever, and neither did Shepard for the most part.
As far as Ryder having access to all the skills being immersion breaking or what ever, i feel like i separate gameplay and story better than most, sure... this newbie will be more powerful than Shepard (an incredibly well trained solider from the drop) ever was, but if it means the game is more fun to play, i can very easily ignore that, id rather they didn't try to haphazardly explain it with lore... just don't mention it, and i won't think about it.
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Post by Iakus on Dec 27, 2016 15:39:22 GMT
Thing is, at this point in time, we are given informational crumbs. One cannot form a "good" opinion of the game design with so little to go by. But isn't all this information supposed to provide us with an opinion (particularly a "good" opinion) in order to encourage us to buy the game? I mean, why would we pay money for a product we aren't sure about?
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Post by Sartoz on Dec 27, 2016 15:39:37 GMT
Merry★* 。 • ˚ ˚ ˛ ˚ ˛ • •。★Christmas★ 。* 。 ° 。 ° ˛˚˛ * _Π_____*。*˚ ˚ ˛ •˛•˚ */______/~\。˚ ˚ ˛ ˚ ˛ •˛• ˚ | 田田 |門| ˚And a happy new year!
Bio did say more than once that Andromeda is a new story, new characters, in a new galaxy and it's a story they always wanted to tell. It is not ME Shep 4. Drawing comparisons with the little information we have about Andromeda vs the old "ME trilogy" and then formulating conclusions will simply go nowhere but into erroneous territory.
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Post by Sartoz on Dec 27, 2016 15:49:03 GMT
Thing is, at this point in time, we are given informational crumbs. One cannot form a "good" opinion of the game design with so little to go by. But isn't all this information supposed to provide us with an opinion (particularly a "good" opinion) in order to encourage us to buy the game? I mean, why would we pay money for a product we aren't sure about? Merry★* 。 • ˚ ˚ ˛ ˚ ˛ • •。★Christmas★ 。* 。 ° 。 ° ˛˚˛ * _Π_____*。*˚ ˚ ˛ •˛•˚ */______/~\。˚ ˚ ˛ ˚ ˛ •˛• ˚ | 田田 |門| ˚And a happy new year!
LOL.... Agreed. However, I don't believe Mike had this in mind when he gave that interview. His sometimes vague answers (because of potential spoilers, I guess) can lead to wrong interpretations. Some here have formed some solid opinions on so little facts. Now, I'm in the camp that marketing is basically "how to sell snake oil". Thus, when I read anything from Mike, Max, Flynn and co., I try to read between the lines. ... something like "...yeah. yeah.. I believe that when I see it.".
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Post by Lebanese Dude on Dec 27, 2016 16:06:48 GMT
I think people are taking the "always have combat" response out of context. You will always have to fight your way through a mission, but this does not preclude being able to make a choice that avoids combat within that mission. For example, you had to fight your way to Balak, but a choice allowed you to either kill him or save the hostages.
Also people are being too critical of the skill system. You start off with basic skills in all departments, and then can choose to develop each department as you see fit. The argument that this is immersion-breaking extends so far as the assumption that Ryder is ignorant about the basics of the classes (illogical given the story) and can only develop one "class" at a time, which has functionally never been the case in ME, as the hybrid classes (Vanguard, Infiltrator, Sentinel) are based on the idea of multi-classing off the three basic classes (Adept, Soldier, Engineer). Bonus powers provided additional functionality to your class.
Think of the current system as an expansion on all that, where if you were playing a Vanguard for example, you can lean more towards the physical or biotic gameplay depending on the situation, so you can play as a Soldier, Vanguard, or Adept in response to the situation. If Biotics are ineffective against a particular enemy, you'd want to lean on weaponry. If you are fighting an enemy that is particularly powerful in melee (huge boss), perhaps forgoing weaponry for an Adept is wise. If you are playing in close quarters situation, Vanguard may be your best bet.
I think it is far more sensible to have a character that is somewhat versed in all departments (some knowledge of Biotics, Tech, and combat), and who can develop the skills as they see fit. This is in fact FAR more immersive than having a character who is completely ignorant of the basic idea of Tech, Biotics, or weaponry.
This has the added benefit of allowing more flexibility with squadmate choices, as you are no longer limited.
The argument against replayability is also absurd, as you have MORE possibilities when you can combine several classes than when you can only play an individual class. You only have 6 classes in the ME trilogy, and each class played out more or less the same across playthroughs (given the limited number of skills) with some variations through bonus powers, which gave an additional active, and specializations which gave some passive bonuses. You could progress differently in that class, but you could do so only within that class.
If we take the fair assumption that you can invest fully in five skill trees out of seven (I think 4 is more likely), with one of them being the Pathfinder skill tree, you'd have 7C5 = 21 different combinations of presets that you can take. If you always invest in the Pathfinder tree, you have 6C4 = 15 different combinations of classes you can make. Not only that, but you can progress through each skill tree in a different way in each playthrough, as I'm sure you'll have mutually exclusive choices like in ME3.
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Post by Iakus on Dec 27, 2016 16:26:11 GMT
I think people are taking the "always have combat" response out of context. You will always have to fight your way through a mission, but this does not preclude being able to make a choice that avoids combat within that mission. For example, you had to fight your way to Balak, but a choice allowed you to either kill him or save the hostages. Also people are being too critical of the skill system. You start off with basic skills in all departments, and then can choose to develop each department as you see fit. The argument that this is immersion-breaking extends so far as the assumption that Ryder is ignorant about the basics of the classes (illogical given the story) and can only develop one "class" at a time, which has functionally never been the case in ME, as the hybrid classes (Vanguard, Infiltrator, Sentinel) are based on the idea of multi-classing off the three basic classes (Adept, Soldier, Engineer). Bonus powers provided additional functionality to your class. Think of the current system as an expansion on all that, where if you were playing a Vanguard for example, you can lean more towards the physical or biotic gameplay depending on the situation, so you can play as a Soldier, Vanguard, or Adept in response to the situation. If Biotics are ineffective against a particular enemy, you'd want to lean on weaponry. If you are fighting an enemy that is particularly powerful in melee (huge boss), perhaps forgoing weaponry for an Adept is wise. If you are playing in close quarters situation, Vanguard may be your best bet. I think it is far more sensible to have a character that is somewhat versed in all departments (some knowledge of Biotics, Tech, and combat), and who can develop the skills as they see fit. This is in fact FAR more immersive than having a character who is completely ignorant of the basic idea of Tech, Biotics, or weaponry. This has the added benefit of allowing more flexibility with squadmate choices, as you are no longer limited. The argument against replayability is also absurd, as you have MORE possibilities when you can combine several classes than when you can only play an individual class. You only have 6 classes in the ME trilogy, and each class played out more or less the same across playthroughs (given the limited number of skills) with some variations through bonus powers, which gave an additional active, and specializations which gave some passive bonuses. You could progress differently in that class, but you could do so only within that class. If we take the fair assumption that you can invest fully in five skill trees out of seven (I think 4 is more likely), with one of them being the Pathfinder skill tree, you'd have 7C5 = 21 different combinations of presets that you can take. If you always invest in the Pathfinder tree, you have 6C4 = 15 different combinations of classes you can make. Not only that, but you can progress through each skill tree in a different way in each playthrough, as I'm sure you'll have mutually exclusive choices like in ME3. But in the previous games, if you were a biotic, even a hybrid class biotic like a vanguard, you always had at least some biotic skill. A vanguard was always a vanguard. And Shepards in the past did have some skills as a soldier This system, however, appears to allow you to, completely on the fly, divest yourself of all biotic ability in exchange for, say, tech skills. THAT is totally illogical. You are essentially creating a whole new Ryder with a completely different skillset. This is far beyond the silliness of Shepard no knowing how to use disruption ammo because he wasn't a soldier. This is forgetting how to be a biotic! Or forgetting how to use his omnitool for anything beyond its most basic functions. I'd say this falls perilously close to DAI's stupid "eight button limit" where to access your ninth ability you have to "forget" something you already know. Only this applies to entire class features!
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Post by Lebanese Dude on Dec 27, 2016 16:58:39 GMT
You don't forget those skills. You just don't use them.
We don't even know the depth of the system just yet. There is no mention of the inability to make a custom preset for example, in which you can combine different abilities from different classes.
Even if we couldn't, there's nothing to say that the skill trees won't involve a mix of styles. An Engineer for example can probably use some biotic capabilities with their tech (say.. lob a grenade using biotic force), or improve their weapon-handling capabilities.
Your omnitool may be different if you were a soldier (mostly for physical altercations) than if you were an Engineer (more software oriented) to justify not using advanced tech abilities, etc...
If this is all too offensive for you, then by all means, stick to one class or class style. If you always want to use Biotics, then play Adept, Vanguard, and Sentinel exclusively. You can play any way you want, and someone who wants to play all classes can do that too.
In fact, I find it highly ironic that you want there to be artificial limitations to classes while complaining about artificial limitations to skills.
Now if you're concerned about the limitation on the number of skills you can use, that's an entirely different argument. I too believe that 3 is too little, but isn't that the number you could always use on consoles due to technical limitations? I have never played on one. Perhaps we're less limited on PC. Even then, you could never use more than 8 or so abilities in Mass Effect (in ME1 really) so this is a complaint that lacks precedent, at least as far as Mass Effect is concerned.
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Post by Iakus on Dec 27, 2016 17:13:12 GMT
You don't forget those skills. You just don't use them... It's funny you use Disruptor Ammo when that's one of the easier ones to justify. You just don't carry Disruptor ammo or calibration on that particular mission. We don't even know the depth of the system just yet. There is no mention of the inability to make a custom preset for example, in which you can combine different abilities from different classes. Even if we couldn't, there's nothing to say that the skill trees won't involve a mix of styles. An Engineer for example can probably use some biotic capabilities with their tech (say.. lob a grenade using biotic force), or improve their weapon-handling capabilities. Your omnitool may be different if you were a soldier (mostly for physical altercations) than if you were an Engineer (more software oriented) to justify not using advanced tech abilities, etc... If this is all too offensive for you, then by all means, stick to one class or class style. If you always want to use Biotics, then play Adept, Vanguard, and Sentinel exclusively. You can play any way you want, and someone who wants to play all classes can do that too. In fact, I find it highly ironic that you want there to be artificial limitations to classes while complaining about artificial limitations to skills. So if you respec out of you Lift ability because you decide to focus more on soldier abilities, and decide in the middle of a fight that it would be really handy to Lift some enemies, you can lift them, right? Because you "didn't forget" how to do that. And WHY do you have to be a soldier to carry Disruptor Ammo? Hey, I don't mind characters being able to pick up skills from other classes. Or even going classless altogether. What I think is silly is being able to completely respec any or all of your characters' skills on a whim. Sure, different classes may be trained on different omnitools. So why should an engineer forget how to use their drone-controlling omnitool because they want to be able to throw up a Barrier? Being highly trained in a particular skill is hardly an "artificial limitation" I can't just dump the degrees I have and pick up new ones if it would make some challenge easier.
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Post by Lebanese Dude on Dec 27, 2016 17:27:32 GMT
You just don't use Lift. You need to stop saying you are forgetting how to do something. You are simply not using it. This is a limitation imposed by the fact that this is a game. To quote another game, if you switch to Frost Mage specialization in WoW, you don't forget how to use Fire spells. You just don't use Fire spells.
A justification for all this is that you use the abilities that your gear is currently calibrated for.
The key factor is that you are ABLE to switch on a whim. You don't have to. This is a choice that's presented to you, as the player, to adapt to a certain situation.
If someone wants to adapt to the specifications of every mission, then they can do that. You can blaze through the game using one class only if you wish, using squad mates to make up for your deficiencies. You did this in every ME game before. Now you aren't as reliant on squadmates, but you can be if you want.
You can be highly trained in every skill if you wanted to given enough time and experience. In fact, given the requirements of the Andromeda mission, it would make very little sense if you weren't trained in the basics of each class. As you progress, you can invest in one particular set of skills, then branch out to other skills once you are experienced enough.
As I said earlier, there is nothing to say that we can't create custom presets too.
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Post by maximusarael020 on Dec 27, 2016 17:42:29 GMT
You don't forget those skills. You just don't use them... It's funny you use Disruptor Ammo when that's one of the easier ones to justify. You just don't carry Disruptor ammo or calibration on that particular mission. We don't even know the depth of the system just yet. There is no mention of the inability to make a custom preset for example, in which you can combine different abilities from different classes. Even if we couldn't, there's nothing to say that the skill trees won't involve a mix of styles. An Engineer for example can probably use some biotic capabilities with their tech (say.. lob a grenade using biotic force), or improve their weapon-handling capabilities. Your omnitool may be different if you were a soldier (mostly for physical altercations) than if you were an Engineer (more software oriented) to justify not using advanced tech abilities, etc... If this is all too offensive for you, then by all means, stick to one class or class style. If you always want to use Biotics, then play Adept, Vanguard, and Sentinel exclusively. You can play any way you want, and someone who wants to play all classes can do that too. In fact, I find it highly ironic that you want there to be artificial limitations to classes while complaining about artificial limitations to skills. So if you respec out of you Lift ability because you decide to focus more on soldier abilities, and decide in the middle of a fight that it would be really handy to Lift some enemies, you can lift them, right? Because you "didn't forget" how to do that. And WHY do you have to be a soldier to carry Disruptor Ammo? Hey, I don't mind characters being able to pick up skills from other classes. Or even going classless altogether. What I think is silly is being able to completely respec any or all of your characters' skills on a whim. Sure, different classes may be trained on different omnitools. So why should an engineer forget how to use their drone-controlling omnitool because they want to be able to throw up a Barrier? Being highly trained in a particular skill is hardly an "artificial limitation" I can't just dump the degrees I have and pick up new ones if it would make some challenge easier. I don't really think it's about "forgetting" different skills, I think it's more being prepared for different situations. Does a Marine "forget" how to use a rocket launcher because he is on a stealth mission and is only carrying silenced weapons and a combat knife? No. He just can't GTA V it and pull a rocket launcher out of his cargo shorts because that's not how he was prepared. Now granted, this is a video game and we are talking about powers/abilities that don't take up physical space like a rocket launcher, but I think the analogy still fits. I mean, we don't really quite know how the system works yet and you have already condemned it as being awful and lore-breaking. Like I said in a previous post, how is the setup described for MEA and more ridiculous than "You killed enough enemies in the middle of a battle to suddenly spontaneously learn the biotic ability Singularity!" That's pretty ridiculous when you think about it. The way I imagine the new system to work (and I say "imagine" because we really don't have enough information to KNOW how it really works) is that you are basically switching between different hotkey sets. One set is more set up for Vanguard (biotic charge, shockwave, nova, etc) and one set more for Infiltrator (Cloak, sabotage, etc). Not that you "forget" how to do anything, just all the hotkeys for ranged combat or tech combat or whatever are available in sets.
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Post by Warrick on Dec 27, 2016 17:43:33 GMT
To be a decent biotic you had to be exposed to element zero in the womb and then go to brain camp to train and then get the implant. There is a lore problem but I'm for ditching/retconning lore if the game is more fun that way. Then why the hell do we even have a narrative for the game? "lol writers making things complicated. Why can't we just design the levels first and have the writer patch something together on top of the REAL game? Everybody skips the conversations anyway." -- 75% of game devs
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Post by Thrombin on Dec 27, 2016 19:47:11 GMT
Ok so explain to me exactly how it makes sense that all of a sudden because I am running a Drone which is manufactured and controlled by my omnitool my ryder suddenly is unable to wave his hand and use a shockwave because while technically doing both is entirely possible in lore because they are goddamn separate skills (and apparently he is trained to do both) in the game there is no profiled skillset that contains both...BUT he is able to use other biotic powers because they ARE in that profile when we know that biotic powers are based on muscle movement and nerve stimulation. But I already explained all that! Biotic (and other) abilities are made possible by the nature of the implants and tech built into the the character. A lot of people on this thread are making the mistake of thinking that these abilities are just a question of knowledge and training. While I'm sure that knowledge and training are also necessary to use these powers effectively, they cannot be used at all without the right implants. It is the tech, first and foremost, which enables these abilities (in the case of biotics, you also have to be naturally biotic, of course). It says quite clearly in the class selection screens that I attached to the previous post that the Vanguard's L5n implants enable Biotic Charge, and the Adept's L5x implants enable Singularity. So, if a person was fully trained in the use of Singularity and Biotic Charge they still would only be able to use the power that their implant is configured for and if that implant was capable of switching between the functionality of an L5n or an L5x or a Drone Control Module then if it was in drone control mode you would not be able to use Singularity or Biotic Charge at all. All I'm saying is the same thing except that the reconfiguration happens at the implant level. I think that's more in keeping with the lore because we already know that the implants determine what powers are available, not the bio-amp or omni-tool or hard-suit. In ME3, you start the game without armour and can still use all of your powers. If you have voice-activation, you can invoke any of your powers in that final scene before you go into the beam even after your hard suit had been stripped away (it's actually the only way I can do that section - damn Marauder Shields!). These powers aren't in your suit. If they were, anyone could just change spec by putting on a different suit of armour! In ME1 bio-amps and omni-tools could be freely swapped between different characters but it had no affect on the powers available. It only changed the effectiveness of the powers not the nature of them. That just leaves the implants and the class selection screen already says as much. Different implants are what gives the Vanguard and Adept different powers, not just training. But implants are also electronic devices. There's no reason you couldn't re-program them for different functions in the same way you are proposing for the hardsuit. It wouldn't require surgery. Just remote access!
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Post by Iakus on Dec 27, 2016 20:01:09 GMT
You just don't use Lift. You need to stop saying you are forgetting how to do something. You are simply not using it. This is a limitation imposed by the fact that this is a game. To quote another game, if you switch to Frost Mage specialization in WoW, you don't forget how to use Fire spells. You just don't use Fire spells. A justification for all this is that you use the abilities that your gear is currently calibrated for. The key factor is that you are ABLE to switch on a whim. You don't have to. This is a choice that's presented to you, as the player, to adapt to a certain situation. If someone wants to adapt to the specifications of every mission, then they can do that. You can blaze through the game using one class only if you wish, using squad mates to make up for your deficiencies. You did this in every ME game before. Now you aren't as reliant on squadmates, but you can be if you want. You can be highly trained in every skill if you wanted to given enough time and experience. In fact, given the requirements of the Andromeda mission, it would make very little sense if you weren't trained in the basics of each class. As you progress, you can invest in one particular set of skills, then branch out to other skills once you are experienced enough. As I said earlier, there is nothing to say that we can't create custom presets too. I admit I'm not really up on how WoW works, but my understanding is a frost mage can still use fire spells, but they are not as effective and you don't get as many of them. What is described sounds more like you can switch from being a mage t being a paladin just because you want to.
Biotics have eezo nodules in their nervous systems. They go through rigorous training and undergo brain surgery to get cybernetic implants to help control their abilities. Does all this just go away when you respect into an engineer?
This isn't becoming highly trained in every skill. This is partitioning one's brain to become selectively skilled in particular disciplines as the need arises.
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Post by Iakus on Dec 27, 2016 20:10:52 GMT
]I don't really think it's about "forgetting" different skills, I think it's more being prepared for different situations. Does a Marine "forget" how to use a rocket launcher because he is on a stealth mission and is only carrying silenced weapons and a combat knife? No. He just can't GTA V it and pull a rocket launcher out of his cargo shorts because that's not how he was prepared. Now granted, this is a video game and we are talking about powers/abilities that don't take up physical space like a rocket launcher, but I think the analogy still fits. I mean, we don't really quite know how the system works yet and you have already condemned it as being awful and lore-breaking. Like I said in a previous post, how is the setup described for MEA and more ridiculous than "You killed enough enemies in the middle of a battle to suddenly spontaneously learn the biotic ability Singularity!" That's pretty ridiculous when you think about it. The way I imagine the new system to work (and I say "imagine" because we really don't have enough information to KNOW how it really works) is that you are basically switching between different hotkey sets. One set is more set up for Vanguard (biotic charge, shockwave, nova, etc) and one set more for Infiltrator (Cloak, sabotage, etc). Not that you "forget" how to do anything, just all the hotkeys for ranged combat or tech combat or whatever are available in sets. If this was a simple respect mechanic like you find in any other game, I'd say fine. Gameplay and story segregation. This wouldn't be the first game to have it. Not even the first Mass Effect game. But the game appears to be built around Ryder becoming a transformer, changing skills to suite a given situation. Even to the point of becoming biotic or nonbiotic at will. This isn't just spontaneously adding new skills, this is adding and removing entire class features on the fly. It sounds like with this, you really could pull a bazooka out of your cargo pants if you decided the stealth mission is too boring and you want to go loud.
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Post by maximusarael020 on Dec 27, 2016 21:27:33 GMT
I don't really think it's about "forgetting" different skills, I think it's more being prepared for different situations. Does a Marine "forget" how to use a rocket launcher because he is on a stealth mission and is only carrying silenced weapons and a combat knife? No. He just can't GTA V it and pull a rocket launcher out of his cargo shorts because that's not how he was prepared. Now granted, this is a video game and we are talking about powers/abilities that don't take up physical space like a rocket launcher, but I think the analogy still fits. I mean, we don't really quite know how the system works yet and you have already condemned it as being awful and lore-breaking. Like I said in a previous post, how is the setup described for MEA and more ridiculous than "You killed enough enemies in the middle of a battle to suddenly spontaneously learn the biotic ability Singularity!" That's pretty ridiculous when you think about it. The way I imagine the new system to work (and I say "imagine" because we really don't have enough information to KNOW how it really works) is that you are basically switching between different hotkey sets. One set is more set up for Vanguard (biotic charge, shockwave, nova, etc) and one set more for Infiltrator (Cloak, sabotage, etc). Not that you "forget" how to do anything, just all the hotkeys for ranged combat or tech combat or whatever are available in sets. If this was a simple respect mechanic like you find in any other game, I'd say fine. Gameplay and story segregation. This wouldn't be the first game to have it. Not even the first Mass Effect game. But the game appears to be built around Ryder becoming a transformer, changing skills to suite a given situation. Even to the point of becoming biotic or nonbiotic at will. This isn't just spontaneously adding new skills, this is adding and removing entire class features on the fly. It sounds like with this, you really could pull a bazooka out of your cargo pants if you decided the stealth mission is too boring and you want to go loud. I understand what you are saying. From your perspective, how the game works from what you read from the game dev quote you are unhappy with. However, I'm just not sure that the class swapping system in MEA is like what you think it will be. I find no indication that the system works by having an engineer switching to a biotic adept mid-battle and basically being a biotic/engineering/infiltrator/soldier god. If that were the case then that would be confusing in the lore and would seem to be lazy game design. However, I don't believe there is any evidence to suggest that this is how the system works. All that was said was you could switch between a Vanguard profile to an Infiltrator profile mid-battle. I think you are inferring that the class system of the OT is the same as what they are describing these "profiles" to be. My guess is that within each profile is a set of powers that is better suited for that description of the profile. At it's base, there are descriptive properties of each profile that makes that profile unique. Infiltrator: ranged support and cloaking for infiltration. Adept: Heavy biotic attacks and only biotics. Engineer: Tech-based attacks best used against drones, mech's and Atlases. Etc. So I postulate that in each of these "profiles" are powers that you have selected to level up that exemplify the traits of that profile, but by no means restrict the actual knowledge/abilities of the PC. Don't think of it as "Infiltrator class", more like "Stealth kit". Don't think of it as "Adept class", more like "Heavy Biotics kit" or "Biotic crowd control kit". Don't think of it as "Engineer class", think of it as "Anti-Tech Kit". I think they have used familiar names of things (the class names) from the OT to smooth the transition and make ME players feel at home, but the true meaning of what the classes do is NOT the same as the OT. Now, I don't have any actual evidence to suggest this, any more than you do that each class change activates different parts of the PC's brain and removes biotics temporarily from their body. All I am suggesting is there is an explanation of what the dev's mean that could (potentially) please you and could be true.
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Post by themikefest on Dec 27, 2016 23:12:19 GMT
Maybe Bioware is reading all the concerns folks have about the respeccing thing that they might release a video explaining it in more detail. Don't know.
I know if I start playing as a soldier, I'm going to stay as a soldier. The same when I start another playthrough as an engineer or biotic.
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Post by The Elder King on Dec 27, 2016 23:22:47 GMT
Maybe Bioware is reading all the concerns folks have about the respeccing thing that they might release a video explaining it in more detail. Don't know. I know if I start playing as a soldier, I'm going to stay as a soldier. The same when I start another playthrough as an engineer or biotic. As far as I understand how it works, you don't really 'start' as a soldier, but decide yourself where to put the skill points. So it's your decision at the level up screen to make a soldier or another class/profile.
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Post by themikefest on Dec 27, 2016 23:24:59 GMT
Maybe Bioware is reading all the concerns folks have about the respeccing thing that they might release a video explaining it in more detail. Don't know. I know if I start playing as a soldier, I'm going to stay as a soldier. The same when I start another playthrough as an engineer or biotic. As far as I understand how it works, you don't really 'start' as a soldier, but decide yourself where to put the skill points. So it's your decision at the level up screen to make a soldier or another class/profile. Fine. If I put the points for a soldier I will remain as one throughout the game.
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Post by Iakus on Dec 28, 2016 0:06:12 GMT
Maybe Bioware is reading all the concerns folks have about the respeccing thing that they might release a video explaining it in more detail. Don't know. Bioware doesn't have a great record at reading concerns or taking them seriously.
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Post by colfoley on Dec 28, 2016 0:08:26 GMT
Maybe Bioware is reading all the concerns folks have about the respeccing thing that they might release a video explaining it in more detail. Don't know. Bioware doesn't have a great record at reading concerns or taking them seriously. They tend to take them too seriously.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by helios969 on Dec 28, 2016 0:08:41 GMT
Maybe Bioware is reading all the concerns folks have about the respeccing thing that they might release a video explaining it in more detail. Don't know. I know if I start playing as a soldier, I'm going to stay as a soldier. The same when I start another playthrough as an engineer or biotic. As far as I understand how it works, you don't really 'start' as a soldier, but decide yourself where to put the skill points. So it's your decision at the level up screen to make a soldier or another class/profile. Well, it sounds like we're all just going to be in the Pathfinder class whether we want to be or not. I'm not sure there will even be a soldier tree...or vanguard, engineer, infiltrator for that matter. It might just be reduced to weapons training and proficiencies along with biotic and tech ability trees. I'm sure the naming will be more elaborate and extensive than that. We may just have to head cannon names like vanguard based on our chosen play style. Not at all crazy about this, but I guess I have little choice but to take the wait and see approach. Can't see this as a great thing for coop MP though since it would seemingly diminish the need to cooperate to complete a mission...or series of missions.
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Post by helios969 on Dec 28, 2016 0:11:23 GMT
Bioware doesn't have a great record at reading concerns or taking them seriously. They tend to take them too seriously. Just the stupid, inconsequential things. Things that really matter to the player base collectively? Not so much.
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Post by colfoley on Dec 28, 2016 0:16:46 GMT
They tend to take them too seriously. Just the stupid, inconsequential things. Things that really matter to the player base collectively? Not so much. The extended cut and the entirety of DA Is design philosophy were pretty much tied right into fans concerns about the end of ME 3 and the relatively small area of DA 2s landmass. And while we do not know for sure but it looks like they are trying to take the criticisms for Inquisition in consideration when designing Mass Effect Andromeda. Hence all this talk about 'making sure the content density is right' for the maps and the brief, presumably side quest, we have seen from the game already look much better then your typical quest from DA I. Sure we have to find out for sure when the game launches, but BioWare tends to take its fan base very very seriously, so much so they tend to make mistakes through over compensation. Heck this whole thread might be a testement to their willingness to listen to fan feedback because I have seen, and have often wished for myself, for classes not to exisist in the game. In point of fact BioWare might be one of the last companies who still uses 'classes' in their games. Witcher 3 didn't, Skyrim didn't, FO 4 didn't. They seem to be a relic of a bygone age which simply holds back the most important element of RPGs: Player choice.
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Post by Hanako Ikezawa on Dec 28, 2016 0:18:19 GMT
As far as I understand how it works, you don't really 'start' as a soldier, but decide yourself where to put the skill points. So it's your decision at the level up screen to make a soldier or another class/profile. Well, it sounds like we're all just going to be in the Pathfinder class whether we want to be or not. I'm not sure there will even be a soldier tree...or vanguard, engineer, infiltrator for that matter. It might just be reduced to weapons training and proficiencies along with biotic and tech ability trees. I'm sure the naming will be more elaborate and extensive than that. We may just have to head cannon names like vanguard based on our chosen play style. Not at all crazy about this, but I guess I have little choice but to take the wait and see approach. Can't see this as a great thing for coop MP though since it would seemingly diminish the need to cooperate to complete a mission...or series of missions. Chances are that in MP the characters we play will have the different distinct classes. After all our companions in SP will not be like Ryder but be part of the classes.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
Origin: helios969
Prime Posts: No Clue
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Post by helios969 on Dec 28, 2016 0:42:34 GMT
Just the stupid, inconsequential things. Things that really matter to the player base collectively? Not so much. The extended cut and the entirety of DA Is design philosophy were pretty much tied right into fans concerns about the end of ME 3 and the relatively small area of DA 2s landmass. And while we do not know for sure but it looks like they are trying to take the criticisms for Inquisition in consideration when designing Mass Effect Andromeda. Hence all this talk about 'making sure the content density is right' for the maps and the brief, presumably side quest, we have seen from the game already look much better then your typical quest from DA I. Sure we have to find out for sure when the game launches, but BioWare tends to take its fan base very very seriously, so much so they tend to make mistakes through over compensation. Well, we'll see. Having been a long time defender of Bioware games I'm really just sick of having to defend Bioware games. I do recognize they are trying, but sometimes I wonder at their intelligence given they continually miss the mark in their games in one fashion or another. Mass Effect 3 should have went down as one of the most magnificent games ever, instead that ending damn near wrecked the franchise...and forced us to relocate to another galaxy. Dragon Age decided it wanted to be Skyrim while failing to recognize half it's success is tied into modding, something that is actively subverted by EA/Bioware...not to mention that choice alienated a good segment of the established fanbase who became Bioware fans because of their focused narratives...not giant sandboxes filled with inane content. I really hope MEA delivers an epic experience start to finish, but everything is pointing to DAI in space. Even with the improvements we all expect to see, that still doesn't get me excited.
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