The Elder King
N6
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Post by The Elder King on Dec 28, 2016 0:47:39 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. I don't know if the trees will be names vanguard, soldiers etc. or military, biotic and tech, but the profiles that we can unlock will be named under the old classes, except the new one, explorer. in MP we'll have the old class kits, not the classless system.
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Post by helios969 on Dec 28, 2016 0:47:43 GMT
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. I hope that's true...on both accounts, but especially our companions. Because then I can at least pretend like the classes still exist and spec my PC like the dedicated engineer I intend to be.
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Post by colfoley on Dec 28, 2016 0:49:49 GMT
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. How is everything pointing to DA I in space? We have already seen several differences between the two in terms of Story, character, and gameplay. Which only leaves setting. I mean sure, they miss the mark, but then a lot of video games do miss the mark and its very very very hard to juggle every element of a game. Especially for BioWare considering, especially with the original Mass Effect they were trying to do things which had never, ever, been done before and bit off more then they could chew...at least in a lot of ways. They didn't realize it at the start of Mass Effect and by the time they got to the end it was too late to fix things. This really isn't BioWare's fault per se its just what happened. And at the end of the day despite its flaws I really enjoyed ME 3 and DA I.
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The Elder King
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Dec 28, 2016 0:57:20 GMT
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. I hope that's true...on both accounts, but especially our companions. Because then I can at least pretend like the classes still exist and spec my PC like the dedicated engineer I intend to be. They confirmed the classless system will be limited to Ryder, with squadmates and MP characters having classes.
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Post by Hanako Ikezawa on Dec 28, 2016 1:09:00 GMT
Well, so much for that hope. I guess all that talk about us being diplomats was a bunch of nonsense since we are not able to do that, instead restricted to always having to just kill everything. And wow, not only is my fear of the siblings having a canon personality as an NPC thus hinting how they should be played confirmed, now it seems Bioware will stop you from being able to play them otherwise. Why not just make them fully preset characters then? This is even more restrictive than Shepard or Hawke, let alone protagonists like the Inquisitor I was hoping for. I can understand and begrudgingly accept this when they are NPCs, but Bioware doing this when the are player characters is infuriating. We should be the ones to determine how 'our' character will be, not Bioware. Other characters reacting to us being Scott or Sarah is fine, but despite what Mike Gamble says when we are playing Scott or Sarah they are the same character and person: the player character. Merry★* 。 • ˚ ˚ ˛ ˚ ˛ • •。★Christmas★ 。* 。 ° 。 ° ˛˚˛ * _Π_____*。*˚ ˚ ˛ •˛•˚ */______/~\。˚ ˚ ˛ ˚ ˛ •˛• ˚ | 田田 |門| ˚And a happy new year!
I believe there is too much Overthink that leads to some tangential but erroneous conclusions. So, the siblings have their own personalities... so what? We still have choices. The game design still gives us ambiguous moral choices. The "set personality" in no way forces us a choice in the dialogue wheel. The "set personality" to me means that there is a default reaction to a set of circumstances. That's all. 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. A person's personality is a huge part of their character and persona, so to have that set for what is supposed to be our avatar is a huge limiting factor and disconnect if it isn't what the player wants. Same with their being set reactions to things. It may not matter to you, but to others it is a lot more than 'so what?'. They saw that answer as sufficient to the question, meaning to them it was seen as enough to form a good opinion on it. If they didn't, they would have gone into more detail to reach that point or just brushed it away until they were ready to do so like they have before.
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Post by colfoley on Dec 28, 2016 1:15:06 GMT
Merry★* 。 • ˚ ˚ ˛ ˚ ˛ • •。★Christmas★ 。* 。 ° 。 ° ˛˚˛ * _Π_____*。*˚ ˚ ˛ •˛•˚ */______/~\。˚ ˚ ˛ ˚ ˛ •˛• ˚ | 田田 |門| ˚And a happy new year!
I believe there is too much Overthink that leads to some tangential but erroneous conclusions. So, the siblings have their own personalities... so what? We still have choices. The game design still gives us ambiguous moral choices. The "set personality" in no way forces us a choice in the dialogue wheel. The "set personality" to me means that there is a default reaction to a set of circumstances. That's all. 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. A person's personality is a huge part of their character and persona, so to have that set for what is supposed to be our avatar is a huge limiting factor and disconnect if it isn't what the player wants. Same with their being set reactions to things. It may not matter to you, but to others it is a lot more than 'so what?'. They saw that answer as sufficient to the question, meaning to them it was seen as enough to form a good opinion on it. If they didn't, they would have gone into more detail to reach that point or just brushed it away until they were ready to do so like they have before. But most people are different people throughout their lives and leading up to it. It only makes sense that the Ryders would be slightly different people based on them likely being different people before we got our hands on them. And then for those slightly differing perspectives to change how they view things throughout the rest of the game. Slightly. I am very intrigued to see if they can pull it off, my worry is they can't.
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Post by Hanako Ikezawa on Dec 28, 2016 1:20:30 GMT
A person's personality is a huge part of their character and persona, so to have that set for what is supposed to be our avatar is a huge limiting factor and disconnect if it isn't what the player wants. Same with their being set reactions to things. It may not matter to you, but to others it is a lot more than 'so what?'. They saw that answer as sufficient to the question, meaning to them it was seen as enough to form a good opinion on it. If they didn't, they would have gone into more detail to reach that point or just brushed it away until they were ready to do so like they have before. But most people are different people throughout their lives and leading up to it. It only makes sense that the Ryders would be slightly different people based on them likely being different people before we got our hands on them. And then for those slightly differing perspectives to change how they view things throughout the rest of the game. Slightly. I am very intrigued to see if they can pull it off, my worry is they can't. Again, as NPCs that is fine. I may not fully like it but it makes sense. However that excuse goes away the instant a player selects them as their avatar. The moment that happens, they become our character and stuff like personality, mindset, and perspective should be fully up to the player. Just because as a NPC Sarah developed a sarcastic side doesn't mean you should be forced to play a sarcastic character if you choose her and if you want otherwise you have to play as Scott or have no options.
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Post by colfoley on Dec 28, 2016 1:25:15 GMT
But most people are different people throughout their lives and leading up to it. It only makes sense that the Ryders would be slightly different people based on them likely being different people before we got our hands on them. And then for those slightly differing perspectives to change how they view things throughout the rest of the game. Slightly. I am very intrigued to see if they can pull it off, my worry is they can't. Again, as NPCs that is fine. I may not fully like it but it makes sense. However that excuse goes away the instant a player selects them as their avatar. The moment that happens, they become our character and stuff like personality, mindset, and perspective should be fully up to the player. Just because as a NPC Sarah developed a sarcastic side doesn't mean you should be forced to play a sarcastic character if you choose her and if you want otherwise you have to play as Scott or have no options. I agree but I really do not think the differences are going to be THAT huge. I mean hell they can't be because I highly doubt they will create two entirely different scripts for the two characters which would require, I imagine, a butt ton of programming and memory space and its effort that is not needed especially given that the game is already going to be hard enough on its resources given the massive world they are already talking about building. I really expect that we will get a few different call outs and 'auto dialogue' type moments when Ryder is running around not in cut scenes that may be different and one or two special dialogue options which will be different based on which Ryder you select. I mean heck, look at it this way...if I am right and I really don't see any reason I'm not.... you have four- maybe five in this case dialog options. 3-4 of them are the same for both Ryders but then the other one is not. Hence you can chose to click on that one or not depending on what you want the character to do.
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The Elder King
N6
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
Prime Posts: 19631
Posts: 6,370 Likes: 8,285
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theelderking
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Dec 28, 2016 1:25:59 GMT
I doubt it'd work as Sarah having all sarcastic options and Scott zero. I think it might be more like the personality shown in the autodialogue then a completely different set of options.
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Post by Hanako Ikezawa on Dec 28, 2016 1:30:36 GMT
Again, as NPCs that is fine. I may not fully like it but it makes sense. However that excuse goes away the instant a player selects them as their avatar. The moment that happens, they become our character and stuff like personality, mindset, and perspective should be fully up to the player. Just because as a NPC Sarah developed a sarcastic side doesn't mean you should be forced to play a sarcastic character if you choose her and if you want otherwise you have to play as Scott or have no options. I agree but I really do not think the differences are going to be THAT huge. I mean hell they can't be because I highly doubt they will create two entirely different scripts for the two characters which would require, I imagine, a butt ton of programming and memory space and its effort that is not needed especially given that the game is already going to be hard enough on its resources given the massive world they are already talking about building. I really expect that we will get a few different call outs and 'auto dialogue' type moments when Ryder is running around not in cut scenes that may be different and one or two special dialogue options which will be different based on which Ryder you select. I mean heck, look at it this way...if I am right and I really don't see any reason I'm not.... you have four- maybe five in this case dialog options. 3-4 of them are the same for both Ryders but then the other one is not. Hence you can chose to click on that one or not depending on what you want the character to do. Those examples you gave are still terrible in my opinion. You should have the same options in the dialogue wheel for both siblings. The only thing that should change depending on if you are Scott or Sarah is the other person's reaction to you taking an option, but that is the other character being different not Ryder. And as for the auto-dialogue being different, that's part of what I am afraid of since that is Bioware assuming how 'your' character is. They did this in the past and have ruined protagonists for me as a result, like Hawke and Shepard, and I don't want them to do it yet again.
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Post by colfoley on Dec 28, 2016 1:34:42 GMT
I agree but I really do not think the differences are going to be THAT huge. I mean hell they can't be because I highly doubt they will create two entirely different scripts for the two characters which would require, I imagine, a butt ton of programming and memory space and its effort that is not needed especially given that the game is already going to be hard enough on its resources given the massive world they are already talking about building. I really expect that we will get a few different call outs and 'auto dialogue' type moments when Ryder is running around not in cut scenes that may be different and one or two special dialogue options which will be different based on which Ryder you select. I mean heck, look at it this way...if I am right and I really don't see any reason I'm not.... you have four- maybe five in this case dialog options. 3-4 of them are the same for both Ryders but then the other one is not. Hence you can chose to click on that one or not depending on what you want the character to do. Those examples you gave are still terrible in my opinion. You should have the same options in the dialogue wheel for both siblings. The only thing that should change depending on if you are Scott or Sarah is the other person's reaction to you taking an option, but that is the other character being different not Ryder. And as for the auto-dialogue being different, that's part of what I am afraid of since that is Bioware assuming how 'your' character is. They did this in the past and have ruined protagonists for me as a result, like Hawke and Shepard, and I don't want them to do it yet again. Its no different then a Daelish Inquisitor saying they can believe in the Elven Pantheon and a non Daelish not having that option. And I really think we are really falling victim to marketing hype here. BioWare is doing something they consider to be an interesting part of their new game, something no one has done before, so they are marketing and putting it out there as this great new feature, and people are just assuming its going to be this great big thing. Similar situation happened in DA I where they said you could have situations where your companions talked to you in the middle of the action and you had to comment on it...and it only ended up happening about five times throughout the game. And most of those were entirely optional and some were quite easy to miss. Or the Normandy being able to launch airstrikes, only happened once during ME 3.
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Post by Hanako Ikezawa on Dec 28, 2016 1:41:58 GMT
Those examples you gave are still terrible in my opinion. You should have the same options in the dialogue wheel for both siblings. The only thing that should change depending on if you are Scott or Sarah is the other person's reaction to you taking an option, but that is the other character being different not Ryder. And as for the auto-dialogue being different, that's part of what I am afraid of since that is Bioware assuming how 'your' character is. They did this in the past and have ruined protagonists for me as a result, like Hawke and Shepard, and I don't want them to do it yet again. Its no different then a Daelish Inquisitor saying they can believe in the Elven Pantheon and a non Daelish not having that option. And I really think we are really falling victim to marketing hype here. BioWare is doing something they consider to be an interesting part of their new game, something no one has done before, so they are marketing and putting it out there as this great new feature, and people are just assuming its going to be this great big thing. Similar situation happened in DA I where they said you could have situations where your companions talked to you in the middle of the action and you had to comment on it...and it only ended up happening about five times throughout the game. And most of those were entirely optional and some were quite easy to miss. Or the Normandy being able to launch airstrikes, only happened once during ME 3. Except the Dalish Elf Inquisitor has a completely different background and even race than the other Inquisitor options. Scott and Sarah do not have that and instead are twins both trained for this mission. And the Dalish Inquisitor can choose to say that, not be forced(disregarding having to have the Pro-Dalish Dalish tattoo stamped into your face) to feel that way. That's different than the personality being set like they are doing with Scott and Sarah. The fact it is happening at all is a problem. The possibility of it only happening a few times doesn't make it better since unlike the DAI example you gave this is not an option but mandatory.
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Post by colfoley on Dec 28, 2016 1:44:08 GMT
Its no different then a Daelish Inquisitor saying they can believe in the Elven Pantheon and a non Daelish not having that option. And I really think we are really falling victim to marketing hype here. BioWare is doing something they consider to be an interesting part of their new game, something no one has done before, so they are marketing and putting it out there as this great new feature, and people are just assuming its going to be this great big thing. Similar situation happened in DA I where they said you could have situations where your companions talked to you in the middle of the action and you had to comment on it...and it only ended up happening about five times throughout the game. And most of those were entirely optional and some were quite easy to miss. Or the Normandy being able to launch airstrikes, only happened once during ME 3. Except the Dalish Elf Inquisitor has a completely different background and even race than the other Inquisitor options. Scott and Sarah do not have that and instead are twins both trained for this mission. And the Dalish Inquisitor can choose to say that, not be forced(disregarding having to have the Pro-Dalish Dalish tattoo stamped into your face) to feel that way. That's different than the personality being set like they are doing with Scott and Sarah. The fact it is happening at all is a problem. The possibility of it only happening a few times doesn't make it better since unlike the DAI example you gave this is not an option but mandatory. So if the situation exisists where you can define your character 99.9% of the time but yet the .01% it doesn't is a huge problem? Because most RPGs out there do take your character out of your hand at one point or another.
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Post by Hanako Ikezawa on Dec 28, 2016 2:00:24 GMT
Except the Dalish Elf Inquisitor has a completely different background and even race than the other Inquisitor options. Scott and Sarah do not have that and instead are twins both trained for this mission. And the Dalish Inquisitor can choose to say that, not be forced(disregarding having to have the Pro-Dalish Dalish tattoo stamped into your face) to feel that way. That's different than the personality being set like they are doing with Scott and Sarah. The fact it is happening at all is a problem. The possibility of it only happening a few times doesn't make it better since unlike the DAI example you gave this is not an option but mandatory. So if the situation exisists where you can define your character 99.9% of the time but yet the .01% it doesn't is a huge problem? Because most RPGs out there do take your character out of your hand at one point or another. If those times you can't go against the times you can yes it is. For example Shepard's interactions with James and Jacob are a huge problem with how I set up her as a character and that's only about .01% of the interactions in the trilogy. As for those RPGs you refer to, some at least, including a couple Bioware titles, let you choose your character's reaction to those times whereas this does not.
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Post by Sartoz on Dec 28, 2016 4:17:47 GMT
But most people are different people throughout their lives and leading up to it. It only makes sense that the Ryders would be slightly different people based on them likely being different people before we got our hands on them. And then for those slightly differing perspectives to change how they view things throughout the rest of the game. Slightly. I am very intrigued to see if they can pull it off, my worry is they can't. Again, as NPCs that is fine. I may not fully like it but it makes sense. However that excuse goes away the instant a player selects them as their avatar. The moment that happens, they become our character and stuff like personality, mindset, and perspective should be fully up to the player. Just because as a NPC Sarah developed a sarcastic side doesn't mean you should be forced to play a sarcastic character if you choose her and if you want otherwise you have to play as Scott or have no options. Merry★* 。 • ˚ ˚ ˛ ˚ ˛ • •。★Christmas★ 。* 。 ° 。 ° ˛˚˛ * _Π_____*。*˚ ˚ ˛ •˛•˚ */______/~\。˚ ˚ ˛ ˚ ˛ •˛• ˚ | 田田 |門| ˚And a happy new year!
Twins the Ryders may be. However, the very fact that they are bro and sis automatically means they will develop their own personalities as they grow up. I believe your hangup is the fact that each has a personality at the start. I'm sure the game designers, with the grey moral choices we are given, gave us the ability to mold our character the way we want.... at least as far as the dialogue wheel choices are concerned. Is that such a bad thing? And, it is quite possible, that the writers have also included dialogue down the road that gets triggered by the choices we made in the past. This effectively brings our "updated" character's personality (not the starter one) out in the open..... I understand that the Word Budget is much greater in Andromeda than in previous ME games. So it could happen.
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Post by BadgerladDK on Dec 28, 2016 10:38:46 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. I agree with your post, but wanted to set the bolded part straight: Nope, there was no such limitation on console. You could map some to controller buttons, the rest you had to use through the wheel, but you could use them all. It's no big deal, but it is an argument my fellow master racers tend to pull out of their ass every time they have to come up with a reason something was changed, and it was never true.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Dec 28, 2016 10:49:23 GMT
Yeah, in both DA and ME before Inquisition and possibly Andromeda we never had a limitation in powers to be used. We could use all of them, with the pause and radial menu. Which is still present in both games. The reason we can't use all powers in inquisition and possibly Andromeda is not because of console limitations, but unifying the gameplay between SP and MP. It's clear for Andromeda if we're limited to 3 powers since from DAO, and still in Inquisition, we can use more then 3 powers just by pushing a button which opens a new set. If the limit is really 3 (which we don't know yet) it's clear because of MP, because having sets with more then 3 powers might decrease the number of kits they can do.
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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
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Post by helios969 on Dec 28, 2016 11:17:15 GMT
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. How is everything pointing to DA I in space? We have already seen several differences between the two in terms of Story, character, and gameplay. Which only leaves setting. I mean sure, they miss the mark, but then a lot of video games do miss the mark and its very very very hard to juggle every element of a game. Especially for BioWare considering, especially with the original Mass Effect they were trying to do things which had never, ever, been done before and bit off more then they could chew...at least in a lot of ways. They didn't realize it at the start of Mass Effect and by the time they got to the end it was too late to fix things. This really isn't BioWare's fault per se its just what happened. And at the end of the day despite its flaws I really enjoyed ME 3 and DA I. Wide open spaces, check. Dialogue system, check. "Fantastic" hair options, check. Lousy lip-syncing, check. Limiting the number of active powers, check. Tedious scanning mechanic for crafting, check. Some kind of power-building mechanic (that probably won't impact the story in any meaningful way,) check. These were all things in DAI I didn't like, and all things we've seen or heard of thus far. I also fully expect enemies that you attack outside their area of engagement to run around in circles like idiots because the AI isn't smart enough to detect you "sniping" from an adjacent hilltop. You can put a chimp in a lab coat, but it doesn't make it a scientist...it might be good for a few laughs, but it's still a chimp.
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Post by Lebanese Dude on Dec 28, 2016 11:46:21 GMT
I agree with your post, but wanted to set the bolded part straight: Nope, there was no such limitation on console. You could map some to controller buttons, the rest you had to use through the wheel, but you could use them all. It's no big deal, but it is an argument my fellow master racers tend to pull out of their ass every time they have to come up with a reason something was changed, and it was never true. I think you misunderstood me but it was probably the wording of my post so my bad. I meant that you could only "hotkey" 3 buttons with the bumpers and such, as opposed to the PC where you could hotkey more using the 0-9 keys. You could still access your buttons normally through the power wheels.
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Post by BadgerladDK on Dec 28, 2016 11:53:23 GMT
I agree with your post, but wanted to set the bolded part straight: Nope, there was no such limitation on console. You could map some to controller buttons, the rest you had to use through the wheel, but you could use them all. It's no big deal, but it is an argument my fellow master racers tend to pull out of their ass every time they have to come up with a reason something was changed, and it was never true. I think you misunderstood me but it was probably the wording of my post so my bad. I meant that you could only "hotkey" 3 buttons with the bumpers and such, as opposed to the PC where you could hotkey more using the 0-9 keys. You could still access your buttons normally through the power wheels. In that case, you are 100% correct, it was more limited on console, it was just never a big deal (to me, at least. But I'm an outlier, in that I prefer controller even on PC and having to mod it into the trilogy).
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The Elder King
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Dec 28, 2016 13:28:05 GMT
How is everything pointing to DA I in space? We have already seen several differences between the two in terms of Story, character, and gameplay. Which only leaves setting. I mean sure, they miss the mark, but then a lot of video games do miss the mark and its very very very hard to juggle every element of a game. Especially for BioWare considering, especially with the original Mass Effect they were trying to do things which had never, ever, been done before and bit off more then they could chew...at least in a lot of ways. They didn't realize it at the start of Mass Effect and by the time they got to the end it was too late to fix things. This really isn't BioWare's fault per se its just what happened. And at the end of the day despite its flaws I really enjoyed ME 3 and DA I. Wide open spaces, check. Dialogue system, check. "Fantastic" hair options, check. Lousy lip-syncing, check. Limiting the number of active powers, check. Tedious scanning mechanic for crafting, check. Some kind of power-building mechanic (that probably won't impact the story in any meaningful way,) check. These were all things in DAI I didn't like, and all things we've seen or heard of thus far. I also fully expect enemies that you attack outside their area of engagement to run around in circles like idiots because the AI isn't smart enough to detect you "sniping" from an adjacent hilltop. You can put a chimp in a lab coat, but it doesn't make it a scientist...it might be good for a few laughs, but it's still a chimp. Seriously, you're judging the hair options and quality in the game based on...what, four characters shown so far? Also, putting aside that both Ryder's hairs look better in both hairstyle and quality then the ones in Inquisition, saying it's something that reminds you of the latter, when Bioware games are knowns for their subpar quality in this field, is a bit ridicolous. The ME trilogy themselves is just a bit ahead of Inquisition in quality of hairs. It's fine if what was shown so far reminds you negatively of Inquisition (although I don't completely agree on your analysis, especially on some points where it's early to judge), but hairs is a known low point in all Bioware games, not just Inquisition. Actually having subpar options would be continuing the trend for the trilogy, which thankfully doesn't seems the case.
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Post by Sartoz on Dec 28, 2016 13:43:36 GMT
Yeah, in both DA and ME before Inquisition and possibly Andromeda we never had a limitation in powers to be used. We could use all of them, with the pause and radial menu. Which is still present in both games. The reason we can't use all powers in inquisition and possibly Andromeda is not because of console limitations, but unifying the gameplay between SP and MP. It's clear for Andromeda if we're limited to 3 powers since from DAO, and still in Inquisition, we can use more then 3 powers just by pushing a button which opens a new set. If the limit is really 3 (which we don't know yet) it's clear because of MP, because having sets with more then 3 powers might decrease the number of kits they can do. Merry★* 。 • ˚ ˚ ˛ ˚ ˛ • •。★Christmas★ 。* 。 ° 。 ° ˛˚˛ * _Π_____*。*˚ ˚ ˛ •˛•˚ */______/~\。˚ ˚ ˛ ˚ ˛ •˛• ˚ | 田田 |門| ˚And a happy new year! I don't understand why the SP-MP unification is so important to Bio.. As two "seperate" games, this limitation is makes no sense. From my experience with ME3, I find both "games" to be highly playable as is. My thoughts on this is that the ME trilogy had poor AI squadmates (in SP) which was compensated by overpowering Shep with additional use of Powers from members of his squad. ME3MP gameplay is a co-operate effort between humans and thus no need to add additional Powers to the host player. Andromeda has co-op play between humans as well. What am I missing?
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Post by SofaJockey on Dec 28, 2016 14:44:02 GMT
Torn on the class system. Will it ever affect the story as a tradeoff, or is it just even more streamlined and less replayworthy for the sake of it? Love what I hear about Sara and Scott, but dunno what he meant "it didn't work in the trilogy" However, I hate the comment he makes about combat always being necessary and that it's always been a "staple" of the series or something. No it wasn't, Mike. What about all those Citadel encounters in ME1, Father Kyle, Jax, Saren, The colonists on Feros, The mercs on Archangel's recruitment mission, Samara's Loyalty mission, Thane's Loyalty mission etc? He's either being unknowingly ignorant as someone who wasn't on the IP from the start or he's lying to cover for the fact that the ME:A team is shitting over what has always been part of Mass Effect's DNA. It's an interview. I'm reading it to mean that you can't do a pacifist playthrough. These interviews rarely have more detailed depth than Twitter...
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Post by maximusarael020 on Dec 28, 2016 14:48:46 GMT
So if the situation exisists where you can define your character 99.9% of the time but yet the .01% it doesn't is a huge problem? Because most RPGs out there do take your character out of your hand at one point or another. If those times you can't go against the times you can yes it is. For example Shepard's interactions with James and Jacob are a huge problem with how I set up her as a character and that's only about .01% of the interactions in the trilogy. As for those RPGs you refer to, some at least, including a couple Bioware titles, let you choose your character's reaction to those times whereas this does not. Am I right in guessing that you are in favor of a silent protagonist? More room for your head-canon?
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Post by maximusarael020 on Dec 28, 2016 14:59:15 GMT
How is everything pointing to DA I in space? We have already seen several differences between the two in terms of Story, character, and gameplay. Which only leaves setting. I mean sure, they miss the mark, but then a lot of video games do miss the mark and its very very very hard to juggle every element of a game. Especially for BioWare considering, especially with the original Mass Effect they were trying to do things which had never, ever, been done before and bit off more then they could chew...at least in a lot of ways. They didn't realize it at the start of Mass Effect and by the time they got to the end it was too late to fix things. This really isn't BioWare's fault per se its just what happened. And at the end of the day despite its flaws I really enjoyed ME 3 and DA I. Wide open spaces, check. Dialogue system, check. "Fantastic" hair options, check. Lousy lip-syncing, check. Limiting the number of active powers, check. Tedious scanning mechanic for crafting, check. Some kind of power-building mechanic (that probably won't impact the story in any meaningful way,) check. These were all things in DAI I didn't like, and all things we've seen or heard of thus far. I also fully expect enemies that you attack outside their area of engagement to run around in circles like idiots because the AI isn't smart enough to detect you "sniping" from an adjacent hilltop. You can put a chimp in a lab coat, but it doesn't make it a scientist...it might be good for a few laughs, but it's still a chimp. Dialogue system: Basically the same as the OT, but with the symbols from DAI and more "grey" options instead of Paragon and Renegade, so automatically "DAI in space"? I don't get your reasoning here. There hasn't been shown to be any vast difference from the OT, and there are still the interrupts, so I see no evidence for a huge departure from the dialogue system we already know. "Fantastic" hair options: We have literally seen nothing of the CC so we know nothing of the hair options except from seeing one version of BroRyder and one version of SisRyder. And they have said that they have some tweaking and polishing to do yet. I'm just not sure why this is a "DAI in space" argument. Hair options are bad? No other games have good hair options? Or what? I'm very confused. Lousy lip-syncing: They said they are polishing things still, and we don't even have a firm release date yet, so I wouldn't worry. Again, they said there are polishing, and I again don't see how this has anything to do with DAI. I played DAI, and enjoyed it for the most part. It has its faults, but I never thought facial animations was one of them. Power-Building Mechanic: I'm guessing you mean the Nexus points or whatever they are calling them. We still don't know anything about how these work or what they are for, so I'm not sure how this fits in to the "DAI in space". Bad enemy AI: We've seen almost nothing from enemy AI, assuredly nothing finished yet, and so this argument is just...misplaced. There's no evidence for it, and so saying it's part of MEA that makes it "DAI in space" is just incorrect.
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