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Post by sgtreed24 on Jan 24, 2017 17:23:11 GMT
I'm playing on PC. Not a fan of the ol' mouse and keyboard. I keep hitting the wrong buttons for things lol. Anyway, I tell them to attack and it doesn't really feel like they do much of anything unless I use the command that you use to put them in cover, while looking at an enemy, and then they use their powers like concussive shot and such. I wonder what I'm doing differently than you then. I'm currently in ME2 with a Vanguard and have been using Grunt a lot with Zaeed on SR (my go to squad for the vanguard at this stage of the game. Grunt is going in close and Zaeed is staying back when I want him too. II am playing on Xbox 360... I wonder if this is something that is more of an issue on the PC. Probably just me doing it wrong, I'm a converted console gamer trying to use PC controls for a shooter for the first time. lol
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Post by Deleted on Jan 24, 2017 17:25:39 GMT
I wonder what I'm doing differently than you then. I'm currently in ME2 with a Vanguard and have been using Grunt a lot with Zaeed on SR (my go to squad for the vanguard at this stage of the game. Grunt is going in close and Zaeed is staying back when I want him too. II am playing on Xbox 360... I wonder if this is something that is more of an issue on the PC. Probably just me doing it wrong, I'm a converted console gamer trying to use PC controls for a shooter for the first time. lol I don't ever order Grunt into cover... I wonder if that's the diff.
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Post by asherax on Jan 24, 2017 17:37:26 GMT
I'd support this ONLY if higher difficulties do NOT give better/more/higher tier rewards, for the simple reason that tying reward quality to difficulty level only counters the whole point of things being more difficult.
Well, maybe an idea would be to keep the actual difficulty of the game the same, but instead reduce the rewards on higher difficulty, so less OP weaponry, less money, upgrade levels available to lower difficulty settings getting permanently locked out for insanity difficulty, etcetera.
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Kamisama
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 Jan 24, 2017 22:49:56 GMT
Hopefully, the combat is nothing like DAI. I would prefer ME3 with about a 20% difficulty increase...through actual intelligent enemy design and not simply adding a layer of armor and shields or more weapon damage. I want it to be tactically more challenging, not just grind through more waves of enemies. Mass effect Citadel clone fight is good pointer. I want bosses to scale with you and stack up attack against my defense build and defence against my attack. Nightmare difficulty of Dragon age 2 is also a good pointer. I just had a "God damn it not again, Fenris" flashback as he obliterates my entire party with his mighty blow for the 50th time...ahhhh! I could only deal with DA2 nightmare with an all ranged team.
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Post by Cyonan on Jan 24, 2017 22:58:40 GMT
I'd support this ONLY if higher difficulties do NOT give better/more/higher tier rewards, for the simple reason that tying reward quality to difficulty level only counters the whole point of things being more difficult. Well, maybe an idea would be to keep the actual difficulty of the game the same, but instead reduce the rewards on higher difficulty, so less OP weaponry, less money, upgrade levels available to lower difficulty settings getting permanently locked out for insanity difficulty, etcetera. To be fair the single-player as far as I know didn't have anything special for the people playing on higher difficulties except for in Mass Effect 2 you needed a certain difficulty to get the Geth Pulse Rifle. Weapon upgrades in ME3 beyond V weren't available even on Insanity as that required New Game+ for some reason, and the guns were all obtained at the same place across any difficulty. Unless resource management is meant to a big deal I don't see the point in reducing it for insanity, as all that really will do is make it require more grinding of materials since crafting will be a thing.
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Post by unofficialgreycolor on Jan 24, 2017 23:49:33 GMT
Also, while we're on the topic of stories... I recently booted up DA:I and wanted to load up an old save (one of my first that I never finished) and had just gotten to Skyhold at level 9 or something. Anyways, i was think it would be really cool if there was a way to recap the story I had gone to up until that point in the game. I had to settle for second best by looking through my journal and then my strategy guide. It wasn't very interactive so it didn't really keep my attention. Would be amazing if we could play back cut scenes or something, that would be swell. Ideally, something like that would have a date checker before running. Say, for example, the recap only triggered if you loaded up the save after a week/month/whatever without playing. That way you didn't have to sit through it every time you loaded, but I'd be there when you'd likely need it. Oh, I was think more along the lines of having a menu where you can pick and choose what cinematic events you want to play. So if you have played to Skyhold a bunch (like me) and you don't need a review of that stuff you can just go to the stuff you are less familiar with/parts of the story you like more.
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Post by unofficialgreycolor on Jan 25, 2017 0:52:26 GMT
I'd support this ONLY if higher difficulties do NOT give better/more/higher tier rewards, for the simple reason that tying reward quality to difficulty level only counters the whole point of things being more difficult. Well, maybe an idea would be to keep the actual difficulty of the game the same, but instead reduce the rewards on higher difficulty, so less OP weaponry, less money, upgrade levels available to lower difficulty settings getting permanently locked out for insanity difficulty, etcetera. To be fair the single-player as far as I know didn't have anything special for the people playing on higher difficulties except for in Mass Effect 2 you needed a certain difficulty to get the Geth Pulse Rifle. Weapon upgrades in ME3 beyond V weren't available even on Insanity as that required New Game+ for some reason, and the guns were all obtained at the same place across any difficulty. Unless resource management is meant to a big deal I don't see the point in reducing it for insanity, as all that really will do is make it require more grinding of materials since crafting will be a thing. That is a pet peeve of mine for the devs to change what you can get at different difficulties. That is why I loved DA:O so much.
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Post by Deleted on Jan 25, 2017 0:57:20 GMT
The difficulty level I want to experience is the one which you get injured and/or die in real life along with your character. Is it 'difficult' to implement?
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Post by unofficialgreycolor on Jan 25, 2017 2:03:34 GMT
The difficulty level I want to experience is the one which you get injured and/or die in real life along with your character. Is it 'difficult' to implement? Nah, invite me over and I'll watch you play.
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Post by Cyonan on Jan 25, 2017 2:26:00 GMT
The difficulty level I want to experience is the one which you get injured and/or die in real life along with your character. Is it 'difficult' to implement? There actually was this thing I heard about a while back where a machine would take a little bit of blood from you every time you died in a video game. It required a doctor there to supervise, for obvious reasons.
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Post by Pearl on Jan 25, 2017 2:30:06 GMT
The difficulty level I want to experience is the one which you get injured and/or die in real life along with your character. Is it 'difficult' to implement? There actually was this thing I heard about a while back where a machine would take a little bit of blood from you every time you died in a video game. It required a doctor there to supervise, for obvious reasons. It was called the Blood Sport controller, and Kickstarter suspended funding for it. Probably explains why nothing has been heard of it in a while.
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Post by Deleted on Jan 25, 2017 7:36:12 GMT
I was never even aware something like this existed. Never would have thought an idea like that would need to get suspended. I would imagine something like that to never be given attention, but the more you know...
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Post by extremegamer on Jan 25, 2017 8:00:17 GMT
Anyone else feel the Nightmare difficulty (before Trespasser) on DA:I was a little... easy? We want a difficult game. Make this happen BW. they do that this shit will never sell and after 5 years of millions on it EA does not want 2 million shit they want 10 million
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Post by Ivory Samoan on Jan 25, 2017 8:51:59 GMT
The difficulty level I want to experience is the one which you get injured and/or die in real life along with your character. Is it 'difficult' to implement? Nah, invite me over and I'll watch you play. This wins the coverted Golden Ardat Yakshi for creepiness and hilarity all rolled into one amazing post
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Post by Dovahkiin N7 on Jan 25, 2017 13:41:59 GMT
Mass effect Citadel clone fight is good pointer. I want bosses to scale with you and stack up attack against my defense build and defence against my attack. Nightmare difficulty of Dragon age 2 is also a good pointer. I just had a "God damn it not again, Fenris" flashback as he obliterates my entire party with his mighty blow for the 50th time...ahhhh! I could only deal with DA2 nightmare with an all ranged team. Or the one shot backstabbing enemy rouge. One shot my entire party Arcane horrors. Malvernis, Sky horror, giffre-beacon revenents, xebenceck, Nexus golem, murder of crows quest. So many very challenging fights every time. It is why DA2 is my most played bioware game.
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Post by Deleted on Jan 25, 2017 15:13:57 GMT
The difficulty level I want to experience is the one which you get injured and/or die in real life along with your character. Is it 'difficult' to implement? Nah, invite me over and I'll watch you play. Sure you don't want co-op?
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