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Post by Deleted on Jan 6, 2017 0:09:30 GMT
I confess to having a similar reaction at first blush. But then I remembered that the cyborg stuff started with ME2's Lazarus project. A lot of the upgrades you could buy at the terminal in Mordin's lab (and other locations) were based on technology implanted in Shepard's body, at least that's my interpretation of a lot of it. So - this stuff really isn't unprecedented. I keep saying, accepting the Lazarus Project BS only encouraged the writers to introduce more. Sure, but you say that as if any one (or a group) of us not accepting it would have changed the trajectory of the series in any way. I don't believe it would have, and to this day I'm surprised that ME2 gets such high marks in popularity. Honestly, with a much outlandish stuff as I had to swallow to get invested in the first game, I pretty much quit worrying about it. If the characters are interesting and the gameplay is fun, I'll prolly go along for the ride.
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Post by Link"Guess"ski on Jan 6, 2017 0:19:46 GMT
Thing I noticed: The music is really good. It sounds not-generic as in, it's the usual orchestral spacy synthy stuff but the motif isn't completely by the book or wannabe Hans Zimmer and it doesn't sound like it's trying to be Deus Ex Human Revolution.
This'll be great. BioWare didn't fail me with DA:I either though I hope this game has more variation because DA:I was a bit too much bombastic, loud, orgasmic, climactic (and that's all the adjectives I could come up with for now).
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Post by Hanako Ikezawa on Jan 6, 2017 1:44:21 GMT
Actually, the asteroid slalom I think does work in the Mass Effect universe or rather it is never said it couldn't like the not protecting you from environmental hazards thing. We see the Normandy SR1 do a maneuver more extreme than that in ME1 during the fight with Sovereign, and that was the game where they actually cared about the lore they set up. Chances are only smaller ships can do it, but since the Tempest is a small ship even smaller than the SR1 it may work with the lore. Now why the pilot did it I have no idea, since that is incredibly dangerous when you can simply go around the rings and only lose a few minutes at most. It was more all the unexplained acceleration I wasn't keen on. There's no visible signs of force being applied to create it. I went and had a look at the Normandy/Sovereign one and you do see engines going on and off, but youre right it's not really explaining the turns, more for speed changes. I reckon I found it less noticable as the movement is more conservative and there's at least some nod of acknowledgement to the idea you need to do something to change velocity. And because it's at the climax of a big boss fight so I'm distracted by the story when I see it, rather than the beginning of a trailer I'm looking at in too much detail! That's a good point. The thing in that scene that bugs me more though is that the Tempest has contrails behind it as it flies through the rings. We're in space, so there should not be contrails. And I know Bioware knows that because no ship in the Shepard Trilogy leaves contrails behind them as they fly through space.
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Post by BansheeOwnage on Jan 6, 2017 5:14:08 GMT
BSN being BSN, people acting mortally wounded about Bioware changing things that ultimately don't matter ("you can change classes whenever you want? but m-muh lore!" "only three active powers i can't believe it" etc). Or maybe different things matter to different people differently That's allowed, you know, it's a forum. I'm sick of this attitude that any sort of criticism of the game, even of systems we know a fair bit about, is pedantic and childish. Personally, I'm quite disappointed in the 3-slot limit. It "ultimately matters" to me. What in the lore stated that someone couldn't change what kinds of things they did in combat? How is going from Vanguard to Sentinel lore breaking? A biotic is a biotic. A tech specialist leveraging their biotics in one fight and their tech specialty in another isn't lore breaking. As long as the Ryders have eezo nodules and implants, nothing is broken. I'm not concerned about Ryder being able to use all kinds of powers; that makes sense. I'm concerned about the huge logical gap of them or their omnitool somehow forgetting how to use powers to accommodate others, which is the exact logical problem DA:I's 8-slot limit had. Are omnitools low on storage these days? Because we used to be able to load up quite a few tech powers to them even in gameplay - logically, you could probably have as many as you wanted in-universe. And this isn't even talking about Ryder forgetting powers. A hypothetical: Ryder uses Flamer, Energy Drain, and Throw, but in order to use Overload, has to forfeit one of those abilities. I'm sorry, but that doesn't make any sense no matter how you slice it. Since she's only using 1 biotic ability and you could use 3, it can't be too much for her implants/body. Since you could use 3 tech powers, her omnitool can't possibly be out of space (even if that did make sense in itself). Therefore there is no logical reason she couldn't use Flamer, Energy Drain, Throw, and Overload at the same time without "swapping profiles". So in that sense, it "breaks lore". I'm more concerned about it being a lot less fun than it could be without a restriction, though. What's the point of going classless and encouraging cool new build possibilities if we can only have 3 powers? That doesn't allow for almost anything we couldn't do before. This has negated my excitement for the classless approach. As long as Ryder has eezo nodules and implants, they should be able to use any biotic technique they've learned. As long as they have an omnitool, they should be able to use any tech ability assuming it has storage space (but even then, it might link to the Tempest computer like EDI's body did). Basically, I just find this newfound restriction incredibly backwards and contradictory when it comes to supposedly having more freedom this time. Yeah lore might not be important to you, but it is lore breaking to see a guy literally change between all those classes on the fly without any type of specialization. Playing a specific class was grounded in the character, some variability was allowed and it was ok. But this is ridiculous. This guy puts Shepard to shame with his proficiency in combat. This definitely matters and is a valid criticism. The class system was never a lore thing to begin with Yes it was. Someone who specializes in combat powers/implants is classified as a Soldier. Ditto for tech and Engineer and biotics and Adept. A Sentinel is someone who uses a lot of tech and biotics, a Vanguard uses combat powers/implants and biotics, and an Infiltrator uses combat powers/implants and tech. The only thing missing was a mix of the 3, which ME:A adds with the "Explorer" profile. And as far as I can tell, it still is a lore thing, since this profile-swapping is Ryder-specific and the squadmates will have traditional classes as far as we've been told. The combat looked like a very generic spark-fest. Some robot things that make geth/reaper sounds and who despite having a big advantage in numbers seemed like a pushover. That fight was just going through the motions, free of any exciting element. There was one dodge, no use of cover and the enemies remained mostly stationary. Something to get over with, not to look forward to. To be fair, gameplay videos are generally on easy modes and "go through the motions" to show off specific things. I'm not saying it couldn't have been more interesting and definitely longer than 45 seconds, but still. You can't have 9 hotkeys with a controller so do not count on it. DA:I had 8, and they could have had more if they got more creative. Regardless, you don't need that many hotkeys if you use the radial menu for powers in addition, which is what ME1-3, DA:O, and DA2 did. I just can't see the advantage of imposing a limit when you previously didn't have one That isn't freedom. ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
There is a derelict in the asteroid field. I wonder if we can sent AI agents to investigate stuff like this. I saw the Nexus, not a derelict vessel/station. Which is an interesting place to keep it: an asteroid field. Are they employing Han Solo logic? "They'd be crazy to follow us, wouldn't they?" I suppose that's one way to project the station Not great for the ships that routinely dock with it though. From a roleplaying perspective I absolutely hate the profile switching mechanics. And especially how they are implemented. Makes Ryder come across as some kind of genius who is good at everything for no reason. They'll probably explain it away with a chip in their brain or something that allows them to instantly learn new skills of any class. Maybe that's what SAM is for? It's stupid, though. That's basically the explanation, yes. The Soldier profile says "This profile optimizes Ryder's body for superior mastery of armour and weapons"... which would be fine if you were a specialist. I don't understand how Ryder gets their entire body (and apparently mind) realigned on-the-fly, though Handwaves will surely ensue. I can handle some amount of that in scifi, but this isn't anything we've seen before in ME. If we can do this kind of thing, there's absolutely no excuse for not letting you use the character creator mid-game And yes, SAM is probably partly responsible for this procedure. Keep in mind that Infiltrator =/= sniper, even if that's the standard. They're (probably) not going to make you use certain weapons unless they're temporary pick-ups like the targeting laser. To be honest, I don't think we'll ever be at any large disadvantage using any profiles, but we'll see. That was certainly a fun aspect that added longevity to MP, and part of the reason people wanted different playable species in singleplayer, too (though I'll nitpick that krogan are only slower walking and faster running, and batarians can run, but they can't roll-dodge, presumably because of their spike-armour). Movement speed increase was certainly a fun feature since it included all animations; running, switching weapons, melee, etc. I hope the profiles allow for movement speed bonuses. It would make sense if Soldier had them by default, and would actually make the class a bit more unique and interesting, I think. I meant it more in a general sense, not that it was necessary to have them for combat. Truth to be told, if you're good at playing the game, squadmates aren't really necessary in Mass Effect, regardless of the class. They were simply meatshields and combo setters. I do hope they'll be more useful and their AI is more advanced this time.Yeah, so far I've barely seen squadmates do anything in the ME:A videos, but we haven't seen much uncut stuff. I hope they're more useful than before, but since we have less control over them I think they'll be even less useful since we can't plan combos anymore. Also whining about 3 powers is silly. It's meant to streamline combat for ALL versions of the game. I'll play on PC but consoles don't have the luxury of that many buttons. I disagree, I think it's one of the most valid things to criticize that we've seen/heard of so far. And you're wrong about that second part, as mentioned above. Consoles had access to skills via the radial menu as well as hotkeys, so there was no difference between console and PC versions of previous games and that is no reason to limit skills this time. I made a few .gifs - mainly spaceship porn, as you'd expect - from the trailer, and I thought I'd drop them here in case anyone wants them: (No idea why, but I just love the Tempest's blinky navigation lights. ) And finally good ol' Peeb, who has possibly my favourite class name in the whole history of RPGs: Definitely cool to see the Tempest flying around, although I guess that salarian pilot isn't huge on safety considering how close to those asteroids we're getting Speaking of which, was the salarian pilot the one who asked Ryder if he was okay in the beginning of that video? It didn't sound like SAM. I like them too, I wish the starboard ones were green though, like real life. At least they're a different colour though (white?). The angle of descent of the Tempest is also jarring at first if you're into space stuff, but I suppose they'll have much better heat-shielding in the future that would allow for a steeper, faster descent. I still think the Tempest looks a bit squished, but pretty cool nonetheless And yes, Rogue Academic is a rather cool title. Reminds me of a conversation with Dorian. " Are there rebellious archivists?" I'm a Tired Academic Level 21, personally. Retired Academic, Level 38 here Desperate Academic, Level 27 You guys and fancy ranks! I haven't even achieved Academic yet. I guess that makes me a... Listless Interloper, level 21? Or something Will probably level up and join your ranks soon, though. Only very slightly. It would be awesome to see a realistic approach to for a character dressed like Jack or Phebe though. Well, if she died from something she wouldn't have in a hardsuit, then at least I know that Bioware understands how dumb her outfit is Why don't they just give her something better and save that outfit for her casual look, if they're so attached to it? I'm sure they could come up with something in a similar style. I remember the good old days when you could choose how to allocate your stats and abilities. That was nice. I guess I should have expected this after DA:I with its slot-limit and lack of attribute allocation, but apparently my confidence in them was too high; they didn't listen to the crazy amount of negative feedback about those things. I agree on the active skill limit, but I don't understand if the other stuff is a problem. You can purchase any skill you want freely, for every branch, and choose yourself to use or not a profile. I suppose I was unclear. I was referring to passives. I was worried that those would be mostly controlled by which profile your powers give you rather than chosen, however after rewatching the video I do see that we can level up passives manually. So that's good. I remember the good old days when you could choose how to allocate your stats and abilities. That was nice. I guess I should have expected this after DA:I with its slot-limit and lack of attribute allocation, but apparently my confidence in them was too high; they didn't listen to the crazy amount of negative feedback about those things. But allocating RPG stats has never, ever, been a part of the Mass Effect franchise from the beginning. Its been something only limited to DA 1 and 2. You're right, but I wasn't trying to imply that they were, rather say that I should have expected less control in general in ME:A given we got less control in DA:I than previous titles, like removing allocated stats. We're probably meant to mumble something about mass effect fields and accept this. Except the lore states that those don't help against environmental hazards. Speaking of ME fields protecting things, I was confused about the Nexus briefing saying the stasis pods are protected with them. What do they do, exactly? Why would you need shields on them? Additional random thoughts about the video: - One of the descriptions in the demo says "EMP Pulse". Grr... Bioware, where are your editors? - Wow, Cora's icon look way different! Her face-shape, her hairstyle... I can't tell if she's supposed to have a Cressida-style half buzz-cut or not. Hopefully we can actually see Liam and Cora soon so we can stop guessing from strange icons - Scott gave me a better impression with his voice than in the PS4 demo, not that it makes a huge difference to me. Good, though, and I guess I'll hear him as an NPC. - They changed "Flamer" to "Flamethrower". - The FoV is still way too close to the character while aimed. I really hoped they'd adjust that since I found it covered half of your screen in ME3, leaving you half-blind and worse with large characters like krogan. Hopefully that's an option. - Does Ryder say a line whenever you choose a new powerset? "Anyone order a friendly Observer?" after purchasing the retrofitted Observer. Could be fun. Hopefully there is some degree of combat dialogue. I wonder if companion lines are disabled for demos. - The omniblade melee looks very fast.
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Post by Iakus on Jan 6, 2017 5:31:30 GMT
I keep saying, accepting the Lazarus Project BS only encouraged the writers to introduce more. Sure, but you say that as if any one (or a group) of us not accepting it would have changed the trajectory of the series in any way. I don't believe it would have, and to this day I'm surprised that ME2 gets such high marks in popularity. Honestly, with a much outlandish stuff as I had to swallow to get invested in the first game, I pretty much quit worrying about it. If the characters are interesting and the gameplay is fun, I'll prolly go along for the ride. Maybe, but such widespread "Just go with it" or "It's science FICTION, duh!" probably didn't help matters
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Post by The Elder King on Jan 6, 2017 5:44:29 GMT
BansheeOwnage : it is the salarian pilot that talks to Scott in the trailer. While companions will fall in the traditional 'classes' in terms of their powers being kits based on the six, it should be noted that from ME2 they never referred to their classes with the names of Shepard's and now the profiles. So it was unclear Iif the classes are actually referenced in-lore until Liara in ME3 mentioned it. While I do agree with your point, considering a bigger loadout was possible, the problem of 'forgetting' to use some skills was kind of present in ME2-ME3 as well, not only with the bonus power but with the respect option, that lead us forget some powers in exachange of others in the class, if we'd do so. It's not the same thing, but a problem like this was present already. About Scott, I thought he was referencing to the Observer enemy with that line. As a final note, Bioware and Ian are been secretive on the three powers loadout being official. I wouldn't get my hopes up, but it seems weird they didn't confirm, given how (apparently) clear this is.
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Post by Cypher on Jan 6, 2017 5:58:56 GMT
What in the lore stated that someone couldn't change what kinds of things they did in combat? How is going from Vanguard to Sentinel lore breaking? A biotic is a biotic. A tech specialist leveraging their biotics in one fight and their tech specialty in another isn't lore breaking. As long as the Ryders have eezo nodules and implants, nothing is broken. I'm not concerned about Ryder being able to use all kinds of powers; that makes sense. I'm concerned about the huge logical gap of them or their omnitool somehow forgetting how to use powers to accommodate others, which is the exact logical problem DA:I's 8-slot limit had. Are omnitools low on storage these days? Because we used to be able to load up quite a few tech powers to them even in gameplay - logically, you could probably have as many as you wanted in-universe. And this isn't even talking about Ryder forgetting powers. A hypothetical: Ryder uses Flamer, Energy Drain, and Throw, but in order to use Overload, has to forfeit one of those abilities. I'm sorry, but that doesn't make any sense no matter how you slice it. Since she's only using 1 biotic ability and you could use 3, it can't be too much for her implants/body. Since you could use 3 tech powers, her omnitool can't possibly be out of space (even if that did make sense in itself). Therefore there is no logical reason she couldn't use Flamer, Energy Drain, Throw, and Overload at the same time without "swapping profiles". So in that sense, it "breaks lore". I'm more concerned about it being a lot less fun than it could be without a restriction, though. What's the point of going classless and encouraging cool new build possibilities if we can only have 3 powers? That doesn't allow for almost anything we couldn't do before. This has negated my excitement for the classless approach. As long as Ryder has eezo nodules and implants, they should be able to use any biotic technique they've learned. As long as they have an omnitool, they should be able to use any tech ability assuming it has storage space (but even then, it might link to the Tempest computer like EDI's body did). So you're conflating lore with gameplay mechanics. There's nothing stopping a biotic from using Throw, Singularity, Charge, and Slam in a single fight other than gameplay mechanics. There's nothing stopping a tech from using cryo blast, combat drone, decoy, and energy drain in a single fight other than gameplay mechanics. Limiting us to three abilities in combat has nothing to do with lore, it has everything to do with gameplay being balanced differently. Whether or not you agree with the change in balance is an entirely different issue--I don't agree with it as I currently understand it--but that doesn't mean the lore is broken. In universe, the Ryder's are doing whatever it is that they're doing; that's not necessarily represented with 100% accuracy within gameplay. Going classless means that you can try infiltrator skills without making an entirely new game file if you're the type to traditionally stick to biotics. it means the guy who plays Soldier can play literally everything else without making a new game. Is limiting it to three abilities the best way to balance it out? Maybe, maybe not. But for all we know, where's some Final Fantasy 13 style of profile switching mid-fight without going into the pause menu to alleviate the fact that we're stuck to three abilities. And if you don't want to go classless, then don't go classless and eat up all of the bonuses gained by specializing in one field versus dabbling in all six. Either way, none of this breaks lore. Ludonarrative dissonance is a thing, always have been, and every game employs it to a certain level. Otherwise, Scott and Sara would end up having to go to sleep at some point during gameplay or they'd pop a squat in the middle of us exploring every so often. If it's not happening in a cutscene, it's not indicative of what's happening in-universe and had very little if anything to do with lore. edit: Also, Peebee's purple jacket is her casual/default look. The very first time we ever see Peebee when she gets the gun put to her head, she's wearing armor. Light armor based on the collar. Everyone else we've seen has been depicted in the default garb of their species; with Drack wearing armor because Drack is probably just Drack and the humans wearing armor because they're likely Ai staff like Scott and Sara are.
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Post by Hrungr on Jan 6, 2017 6:08:20 GMT
staci. @ilbloccocreati Will squadmates interact with each other during missions and will the subtitles be able to tell me who is speaking in ME:A?
Mac Walters @macwalterslives Yes. And yes... if you have them on.
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Post by themikefest on Jan 6, 2017 6:17:14 GMT
staci. @ilbloccocreatiWill squadmates interact with each other during missions and will the subtitles be able to tell me who is speaking in ME:A? Mac Walters @macwalterslivesYes. And yes... if you have them on. Will crewmembers be able to interact with other crewmembers and be able to interact with squadmates when they're back on the ship after a mission?
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Post by Hanako Ikezawa on Jan 6, 2017 6:19:17 GMT
staci. @ilbloccocreatiWill squadmates interact with each other during missions and will the subtitles be able to tell me who is speaking in ME:A? Mac Walters @macwalterslivesYes. And yes... if you have them on. Will crewmembers be able to interact with other crewmembers and be able to interact with squadmates when they're back on the ship after a mission? I'm almost certain that that was confirmed in one of the articles. Considering how popular it was for fans and devs alike in ME3 and DAI, makes sense they would continue to do that.
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Post by extremegamer on Jan 6, 2017 7:31:35 GMT
Well I threw my hands in the air with furious anger. Another shit gameplay trailer of split second action just like the vga trailer. Is it too much to show us a 20 minute demo of an irrelevant non-story focus mission like a vault hunt? Why would they show a story demo during a technology convention? They showed off a quick gameplay demo to show off what's possible with the GPU driving the game for some cross promo material. CES isn't E3, so showing off story would've made absolutely no sense. You have two months for story snippets. Gameplay is always shown off first as eye pleasers. They did it for the past three games and they did it for Dragon Age. Every major game, from Metal Gear to Grand Theft Auto, has gameplay features before they broached story snippets. Well, not so much Metal Gear as much as other games, but even then, they showed off plenty of gameplay. Oh no the time to say oh they should not do this is over they better start talking about the game now we are 2 and half months out from the game being released no the stupid ass hide the game crap they been playing for 5 years better die soon or they will get the message just like they did after the crap they called DA I was released
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Post by extremegamer on Jan 6, 2017 7:37:39 GMT
BSN being BSN, people acting mortally wounded about Bioware changing things that ultimately don't matter ("you can change classes whenever you want? but m-muh lore!" "only three active powers i can't believe it" etc). Bioware is at fault they created those entitled fans because of the way ME was set up as a player story had it been set up like The Witcher those fans would have no power they would only cry so yeah i hate that fans like
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Post by extremegamer on Jan 6, 2017 7:39:37 GMT
One of the greatest human soldiers ever didn't have the ability or knowledge to do this yet this new guy/girl who isn't very experienced can. That's not lore breaking, that's a gameplay mechanic. One of the greatest human soldiers ever also took down a rogue Spectre, a bunch of Geth, and took down the Collectors without knowing how to properly use all of their weaponry. But I guess Shepard knowing how to snipe and carry a shotgun in ME3 was lore breaking, too. LOL Shepard was a dumb ass who knew nothing but what can you expect from a soul less and has no personality clown
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Post by extremegamer on Jan 6, 2017 7:40:10 GMT
From a roleplaying perspective I absolutely hate the profile switching mechanics. And especially how they are implemented. Makes Ryder come across as some kind of genius who is good at everything for no reason. They'll probably explain it away with a chip in their brain or something that allows them to instantly learn new skills of any class. Maybe that's what SAM is for? It's stupid, though. They basically took the Dragon Age skill trees and made them into these profiles. However, unlike MEA, DA still had classes. You couldn't learn ALL the skills, mage, rogue or warrior in one playthrough. Because it would have been ridiculous, right?! Don't like it. AT ALL. I hope the game won't force us to use certain profiles to complete a mission. I hate sniping. I want nothing to do with infiltrators, for example. I don't want to be at a massive disadvantage as an adept on mission X. We have squadmates for mission specific enemy types. That should be enough. I get that this is supposed to bring more variety, but it looks clumsy, annoying and like total overkill. Maybe I'll grow to like it. I know I hated ME3 combat at first and now it's my favorite in the trilogy BY FAR. Only 3 powers I'm used to from the MP and like it for the most part. I guess it makes sense too with the profiles. It just totally takes me out of the experience to play the same character with all these different profiles. What I loved about the MP was playing different characters and species. The krogan were slower, the batarians couldn't even run. The Drell adept was fast as hell. I loved the different feel of playing these distinctive characters/builds. I have my doubts that MEA combat will have this sort of complex implementation. Different movement speed and so on. If we'll be getting Ryder boy/girl genius I want the profiles at least to play very differently from one another. Not just have different skills, but bring additional advantages or disadvantages to the table. Apart from the 2 ability limitation I see no ME3MP influence at all. I see Dragon Age skill trees converted to Mass Effect. Not a fan. I might grow to love it though. Combat better be fast though. Ryder moves pretty slow here... I hope that is the different movement speed of different profiles I'm hoping for. Otherwise, oh boy... you have a choice and no one is forcing anything on anyone
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Post by Cypher on Jan 6, 2017 7:42:21 GMT
That's not lore breaking, that's a gameplay mechanic. One of the greatest human soldiers ever also took down a rogue Spectre, a bunch of Geth, and took down the Collectors without knowing how to properly use all of their weaponry. But I guess Shepard knowing how to snipe and carry a shotgun in ME3 was lore breaking, too. LOL Shepard was a dumb ass who knew nothing but what can you expect from a soul less and has no personality clown You really think the Ryder's will be any different?
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Post by extremegamer on Jan 6, 2017 7:45:08 GMT
Since Ryder is able to change while on the fly, why would he/she need squadmates? Ryder can do it all well then cry babies of NPCs would be pissed Bioware doe snot have the balls to make a solo game
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Post by extremegamer on Jan 6, 2017 7:47:43 GMT
Shepard was a biotic regardeless of which profile you choose, the game says it. We can't use the excuse of gameplay mechanic to Shepard but now somehow say that Ryder is "breaking the lore" when the only difference is that before we could only do the change between playthrough but now we can do it in the middle of it. Is this the new "OMG the Asari is super ugly" ? Citation needed. I primarily played an infiltrator in the trilogy and was never referred to as a biotic as one. And yes, if Ryder can become an instant expert in specific weapons weapons on the fly, turn biotics on and off at will all with the flip of a switch (or whatever) that pretty much fraks up the lore. you really care about the world of a game that basically rips off sic fi icons like Star Wars and Star Trek cause it has no original story to it at all ok fine I could care less about some lore
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Post by Hanako Ikezawa on Jan 6, 2017 7:50:45 GMT
LOL Shepard was a dumb ass who knew nothing but what can you expect from a soul less and has no personality clown You really think the Ryder's will be any different? I'm just wondering how they could possibly think Shepard had no personality.
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Post by extremegamer on Jan 6, 2017 7:51:05 GMT
It didn't really change passives it just gave you bonuses to tech skills. Which is the same as upgrading your OmniTool did in ME1 or Glyph applying a bit of Intel in ME3. But what is training if not Xp and skill point allocation? Both of which you need in order to unlock the profile. Even with training you needed the implants to enable your abilities. That is already canon. And you get those bonuses by unlocking lore, by purchasing the omnitool. You don't just get them by flipping a switch and suddenly you're better with a sniper rifle than a tech power! Where, where does it say the Ryders are canonically biotic? And yes, it is anti-lore. How do you get different biotic implants? By undergoing risky BRAIN SURGERY! It's why Kaidan sticks wit the L2s despite the migraines they give him. They're better than risking becoming permanently brain damaged by a botched surgery. But Ryder? Ryder simply wills new implants into existence! It's not just technology, it's biology! You know what game play says F U to lore any day but some of you will never understand but here is a thought ME either needs to change or the same ol crap will die cause no one will want to play it
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Post by extremegamer on Jan 6, 2017 7:56:57 GMT
One skill and a boatload of passives changed, I saw. Who needs training when you can just let your implants run everything? OMG, RYDER CONFIRMS SYNTHESIS CANON!!!! The class tree in the trilogy always granted us passives. Is this suddenly a problem? Because stuff like this never happened before in Bioware games. No, it must be all related to Bioware being desperate to find a new setting. It's a gameplay mechanic completely separate on the setting premise, and they could've put it in the game even if it was set in the MW. I can sort of understand it for the Arks (though, again, it's not the first time they try to find explanation to justify stuff in the lore and create problems. Though I don't completely agree with your opinion), but not everything must be related to 'escaping' the endings. Only very slightly. It would be awesome to see a realistic approach to for a character dressed like Jack or Phebe though. Like you have this scantily clad woman with you when you and your team touch down on this alien planet. A planet with an atmosphere chock full of carbon monoxide, sulfur dioxide, and methane as well as temperatures reaching well into the hundreds of degrees (in Celsius). Within moments of exiting the ship this woman's skin starts to blister, she starts coughing, suffocating on the poisonous atmosphere shortly before the extremely high temperature and corrosive gasses burn out her lungs and she drowns in her own boiling blood. At this point, the second in command on your team would turn to look at the now dead woman and says through his space suit's speaker: "And that's why you f**king suit up."If they went for the realistic approach the commander wouldn't have left the woman go without armour. Or more likely the said woman would've worn the armour herself. While I don't absolutely agree with this choice, it's not like Bioware is selling us that this is what would realistically happen. If they wanted to be real about then the Commander of a Starship would be in charge of his ship oh wait Shepard was not he always had a puppet master in hackett to answer to in ME 1 in the real Military a commander of a ship when he assumes the Captain Chair can do what ever he wishes with in the rules
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Post by Vall on Jan 6, 2017 7:58:05 GMT
extremegameruh...okay? If you don't like the games than why are you here?
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Post by The Elder King on Jan 6, 2017 9:13:23 GMT
The class tree in the trilogy always granted us passives. Is this suddenly a problem? Because stuff like this never happened before in Bioware games. No, it must be all related to Bioware being desperate to find a new setting. It's a gameplay mechanic completely separate on the setting premise, and they could've put it in the game even if it was set in the MW. I can sort of understand it for the Arks (though, again, it's not the first time they try to find explanation to justify stuff in the lore and create problems. Though I don't completely agree with your opinion), but not everything must be related to 'escaping' the endings. If they went for the realistic approach the commander wouldn't have left the woman go without armour. Or more likely the said woman would've worn the armour herself. While I don't absolutely agree with this choice, it's not like Bioware is selling us that this is what would realistically happen. If they wanted to be real about then the Commander of a Starship would be in charge of his ship oh wait Shepard was not he always had a puppet master in hackett to answer to in ME 1 in the real Military a commander of a ship when he assumes the Captain Chair can do what ever he wishes with in the rules 1)I was talking of a commander in general. Your point is completely irrelevant to what was discussed. 2)Putting aside Shepard's Spectre situation who would've let him being indipendent from the alliance (and indeed you're free to ignore Hackett's quests without consequences), the Normandy was supposed to be part of Hackett's fleet, under his command. The Captain, intended as a rank in the Alliance, doesn't let you do whatever you want within the rule. You're still under command of your superiors, that assign you missions. If a ship is independent, then yes, its Captain is free to whatever he wants while respecting the rules.
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Post by Deleted on Jan 6, 2017 9:35:57 GMT
Only very slightly. It would be awesome to see a realistic approach to for a character dressed like Jack or Phebe though. Like you have this scantily clad woman with you when you and your team touch down on this alien planet. A planet with an atmosphere chock full of carbon monoxide, sulfur dioxide, and methane as well as temperatures reaching well into the hundreds of degrees (in Celsius). Within moments of exiting the ship this woman's skin starts to blister, she starts coughing, suffocating on the poisonous atmosphere shortly before the extremely high temperature and corrosive gasses burn out her lungs and she drowns in her own boiling blood. At this point, the second in command on your team would turn to look at the now dead woman and says through his space suit's speaker: "And that's why you f**king suit up."Yep. I would like for my Ryder to be laughing at that stupid asari for wearing that silly looking outfit in harsh environments Liam: That's mean Ryder. Ryder: Really? If the idiot is stupid enough to wear that garbage in this environment, then she deserves what she gets. Liam: What do you want to do with the body? Ryder: Screw it then leave it for whatever wildlife there is that can survive here. Fixed. (just kidding... trying to lighten things up a bit. ) I'm also hoping for at least some different dress options for all the characters... and ones that you can change to suit the circumstances would be nice... e.g. a casual "party" dress for NPCs for off-duty times and special occasions... bit different motive though. You see, if Miranda had met me in her cabin in the red number she wore during the Citadel DLC rather than in the engine room in her armor... well, Jack and Tali would have gone completely un-romanced during my ME2 playthroughs. My point is that it would indeed be nice if Bioware paid better attention to dressing and changing that dress for everyone appropriately to suit the actual setting and activity.
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Post by The Biotic Trebuchet on Jan 6, 2017 13:47:29 GMT
That's a very nice costume to explore an alien world full of lava and hostile robots. "Duh!, that's what medi-gel is for" she said... , Now the squad have 2 members...
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Post by Deleted on Jan 6, 2017 14:22:00 GMT
It didn't really change passives it just gave you bonuses to tech skills. Which is the same as upgrading your OmniTool did in ME1 or Glyph applying a bit of Intel in ME3. But what is training if not Xp and skill point allocation? Both of which you need in order to unlock the profile. Even with training you needed the implants to enable your abilities. That is already canon. And you get those bonuses by unlocking lore, by purchasing the omnitool. You don't just get them by flipping a switch and suddenly you're better with a sniper rifle than a tech power! You're mistaken there, lakus. In ME1, a non-tech Shepard who gets a tech bonus power never gets an omni-tool nor does a non-biotic Shepard get an amp even if a biotic bonus power is selected. I really believe that Kaidan basically implying that every Shepard is an L3 biotic regardless of class (unless a romance conversation is triggered instead) is not really a glitch, but an indication that the lore is that all Shepards are both biotic and tech skilled... but just that those skills are not displayed in game when the player opts for a gameplay class that doesn't use them. In addition, to the mech hacking that every Shepard does in ME2 during the Archangel mission, there are other indicators of such "universally" skilled Shepards in the lore. Garrus will always imply that Shepard is a skilled sniper during the Citadel DLC and any Shepard can both scope and shoot the SR during the Archangel renegade interrupt in ME2 (in ME1, a Shep not trained in SRs cannot scope the SR even though all of them carry it). In ME1, any Shepard class can use the "standard omni-tool" (that some of them aren't supposed to be even carrying) to activate the plasma jet purge to get rid of the Rachni in the transport decon area on Noveria. On Sur'Kesh in ME3, every class of Shepard will speak with either Wrex or Wreav using an omni-tool. As I mentioned before, there is no statement every made by any class of Shepard that definitively says they are not also biotic or that they can't use an omni-tool. The Mirror Match in the Citadel DLC actually pits all classes of Shepard against Shepard, not just the class of Shepard that the player has selected. If it is as you say... then the "lore" has been contradicting itself right from the beginning of ME1. IMO, time Bioware was allowed to fix that.
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