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Post by Mihura on Feb 17, 2017 3:22:39 GMT
Hummmm I would say the main story and side quests, that need to be good. Also the companions and npcs need to have enough content to populate the world too. The rest is less important I think in a RPG.
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Post by Xerxes52 on Feb 17, 2017 4:16:25 GMT
Main story and quests are definitely the most important in an RPG for me.
Combat (controls, difficulty, friendly and enemy AI quality, etc.) and driving are also going to be near the top of the list, as that's probably going to be the bulk of the game (which I'm fine with).
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Post by stealthfox94 on Feb 17, 2017 4:29:10 GMT
Choices that actually matter.
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Post by Madflavor on Feb 17, 2017 4:31:54 GMT
Choices that actually matter. I think there's gonna be less priority over that. They know it bit them in the ass last time.
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Post by BansheeOwnage on Feb 17, 2017 4:34:30 GMT
I'm going to sort of cheat and say "the writing", because for me that includes a good story, good characters, and good roleplaying. That's definitely the most important thing for me, but I'd like everything else to be good too
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Post by sgtreed24 on Feb 17, 2017 4:45:19 GMT
The feeling on being in a new galaxy and the wonder and awe from ME1
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Post by Deleted on Feb 17, 2017 4:47:45 GMT
I can only speak for myself, but for me it is gameplay/combat. That was such a downer for me in DAI. I could've forgiven many other things I didn't like in it, but combat...no. They fucked it up. The filler content was awful too, and I'm an MMO-player who supposedly has a high tolerance for filler quests. Well...no. I don't mind killing 10 rats about 100 times, but I hated collecting shards and whatnots, and I actually never did that. So I really hope they didn't go for similar solution in MEA, where half the game is a filler that could be skipped if only there wouldn't be the requirement for Power to advance your story. So that was about gameplay.
Combat has always been one of my favorite parts in ME-games. I've loved it in every three games. I really hope the changes they've made still keep it funny instead of frustrating. The truth is, big part of the players getting MEA will get it for combat and gameplay as much as for the story, and they better get it right. Those people just don't come to forums. For them this is just another new game they might get.
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Post by themikefest on Feb 17, 2017 4:49:34 GMT
Most important thing? I don't know.
A good reason why my Ryder would join her/his father on a trip to another galaxy.
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Post by alanc9 on Feb 17, 2017 5:52:07 GMT
Weird. I never even had to think about earning Power in DAI. Between doing the main quest line for an area and the stuff you literally run into on the path to doing the main quest, you build up plenty.
I did end up chasing stuff for requisitions and other minor quests, but that was for Influence, not Power. The ME:A equivalent will probably be the colony-building stuff, and I suppose scrounging for crafting materials will be roughly comparable too.
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Post by Deleted on Feb 17, 2017 6:21:24 GMT
Weird. I never even had to think about earning Power in DAI. Between doing the main quest line for an area and the stuff you literally run into on the path to doing the main quest, you build up plenty. I did end up chasing stuff for requisitions and other minor quests, but that was for Influence, not Power. The ME:A equivalent will probably be the colony-building stuff, and I suppose scrounging for crafting materials will be roughly comparable too. I probably meant Influence, not Power. I didn't play DAI through as many times as other Bioware-games, and what I did was done through my teeth for science, so I don't remember right names for stuff. I could go hours about why I dislike DAI so much but I rather not. Back to MEA: Long story short, if they give me a good, enjoyable combat and bi-Jaal, I will be happy.
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Post by Deleted on Feb 17, 2017 10:18:23 GMT
There are a lot of good points made so far in this thread. There's a lot on the line with this game, for BioWare. One thing that always kills ME3 for me is its pacing. This has been on my mind a lot, lately, as I try to occupy my free time leading up to H:ZD and MEA. ME3 had fun combat sequences, for me, but the interaction wasn't nearly as varied and up to par. More importantly, it was all clumped together in zones like the Citadel. Even when I want to sit down and enjoy some ME3 SP combat, I'm dissuaded by the prospect of the lengthy "Citadel slogs", in which one does all of the game's poorly developed roleplaying (lots of eavesdropping). I feel strongly that MEA must return to being unquestionably a roleplaying game. In their effort to pull in the wider audience, and to legitimately streamline the dialogue mechanics, BioWare went too far in the direction of action with this Action RPG. I'd like to see the balance brought back to center. There's no reason both sides of the coin can't be well supported. Also, as I said initially, they need to spread out the RP experience. Return to the original ME1 experience. RP is not something to be experienced solely in hubs and non-combat zones, like we're playing some SP version of Destiny. This is Mass Effect. Scripted RP encounters should be happening everywhere and at a great many times. That's what TES got right. Scripted RP encounters. I disagree with this statement on such a fundamental level that I feel compelled to respond. TES doesn't have roleplaying dialogue. At least not Skyrim and Oblivion. There isn't really much "dialogue" at all in a TES game. You basically just interrogate characters, and say "yes" or "no" when someone asks you to do a quest. Fallout 3, on the other hand, allows you to define your character's personality through dialogue. It even allows you to make certain "checks" during conversation depending on your skills in various areas, IE, a smart character can say smart things. Fallout New Vegas took this to the next level. You had so many options in dialogue to define your character that almost nothing was left out. You were able to be sarcastic, rude, evil, gentle, apathetic, concerned, flabbergasted, etc. in almost any conversation. Every single one of your skills could also open up new dialogue options, and there were perks to unlock even more. Having a high science skill let you talk about technology, having a high gun skill let you display your knowledge of firearms, having a high medicine skill let you talk about diseases, viruses, medicines, etc., having a high explosive skill let you have a vast knowledge of bomb placement, diffusing, types, etc. You were able to use your Karma (morality) to have access to different conversation options as well. Or, in the end, you could choose to do everything solely for the money. Unfortunately, Fallout 4 shits all over this... But regardless, Fallout games vastly surpass TES in terms of dialogue and roleplaying. The only exception to this rule I can think of is the addition of Serena (Selena?) in the Dawnguard DLC, who offered the player the option to talk about their family, and had lots of personality dialogue bits. The interactions between Dovahkiin and that vampire girl are better than any other interaction in the game, period. It's almost intimate if you allow it to be, or if you prefer to play as someone super apathetic and disconnected, you're able to do that as well. That's good character building. That's good roleplaying. Hell, that's just decent writing. Hopefully future TES games start taking notes from Fallout and Dawnguard. I prefer TES, but they're absolutely abysmal in the writing department, except for certain questlines like the Dark Brotherhood in Oblivion, which is still one of my favorite guilds in gaming.
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Post by Deleted on Feb 17, 2017 10:36:57 GMT
Good story, more dialogue options than in ME3, ending that actually makes sense to what we had done through the game (I don't mind ''bad'' ending if I done some questionable choices through the game, but let it be MY choice and consequence not the ''color'' choice lol), choices that matters at least for the main missions.. And now not so important, but still.. And as for the ''kinky'' stuff: Female boobs better have some physics this time, males butts are so flat in ME games, almost unrealistic (Jacob is the one exception I think lol) also almost no bulges? Come on.. after all females and males look ''more'' different in real life Also better and more varied hair styles oh yes
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Post by Deleted on Feb 17, 2017 10:39:02 GMT
And now most important, still.. And as for the ''kinky'' stuff: Female boobs better have some physics this time, males butts are so flat in ME games, almost unrealistic (Jacob is the one exception I think lol) also almost no bulges? Come on.. after all females and males look ''more'' different in real life Also better and more varied hair styles oh yes Fix'd.
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Post by snorkamus on Feb 17, 2017 11:37:57 GMT
"Cohesion"
My biggest problem with DRAGON AGE INQUISITION was it had poor "Cohesion". Bioware games are so massive in scale no one person an oversee everything, it takes a team of people on the same page with like minded ideologies, DRAGON AGE just seemed like one big compromise of different ideas and it never came together quite like it should have. Don't get me wrong I liked it!I have 500 hours played, but the prologue was really rushed and not thought out, the ending was underwhelming (not DLC) game play vs world size ratio was completely out.
The amount of effort/work that went into that game must of been insane, i don't feel like the end product did it justice. I think the blame lies with the heads of department.
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Post by Deleted on Feb 17, 2017 13:31:56 GMT
That's what TES got right. Scripted RP encounters. I disagree with this statement on such a fundamental level that I feel compelled to respond. TES doesn't have roleplaying dialogue. At least not Skyrim and Oblivion. There isn't really much "dialogue" at all in a TES game. You basically just interrogate characters, and say "yes" or "no" when someone asks you to do a quest. Fallout 3, on the other hand, allows you to define your character's personality through dialogue. It even allows you to make certain "checks" during conversation depending on your skills in various areas, IE, a smart character can say smart things. Fallout New Vegas took this to the next level. You had so many options in dialogue to define your character that almost nothing was left out. You were able to be sarcastic, rude, evil, gentle, apathetic, concerned, flabbergasted, etc. in almost any conversation. Every single one of your skills could also open up new dialogue options, and there were perks to unlock even more. Having a high science skill let you talk about technology, having a high gun skill let you display your knowledge of firearms, having a high medicine skill let you talk about diseases, viruses, medicines, etc., having a high explosive skill let you have a vast knowledge of bomb placement, diffusing, types, etc. You were able to use your Karma (morality) to have access to different conversation options as well. Or, in the end, you could choose to do everything solely for the money. Unfortunately, Fallout 4 shits all over this... But regardless, Fallout games vastly surpass TES in terms of dialogue and roleplaying. The only exception to this rule I can think of is the addition of Serena (Selena?) in the Dawnguard DLC, who offered the player the option to talk about their family, and had lots of personality dialogue bits. The interactions between Dovahkiin and that vampire girl are better than any other interaction in the game, period. It's almost intimate if you allow it to be, or if you prefer to play as someone super apathetic and disconnected, you're able to do that as well. That's good character building. That's good roleplaying. Hell, that's just decent writing. Hopefully future TES games start taking notes from Fallout and Dawnguard. I prefer TES, but they're absolutely abysmal in the writing department, except for certain questlines like the Dark Brotherhood in Oblivion, which is still one of my favorite guilds in gaming. That's fine, but I don't care for the Fallout series nor do I intend to play it. I'll just take your word for it, but my feelings remain the same.
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Post by Deleted on Feb 17, 2017 13:38:04 GMT
I disagree with this statement on such a fundamental level that I feel compelled to respond. TES doesn't have roleplaying dialogue. At least not Skyrim and Oblivion. There isn't really much "dialogue" at all in a TES game. You basically just interrogate characters, and say "yes" or "no" when someone asks you to do a quest. Fallout 3, on the other hand, allows you to define your character's personality through dialogue. It even allows you to make certain "checks" during conversation depending on your skills in various areas, IE, a smart character can say smart things. Fallout New Vegas took this to the next level. You had so many options in dialogue to define your character that almost nothing was left out. You were able to be sarcastic, rude, evil, gentle, apathetic, concerned, flabbergasted, etc. in almost any conversation. Every single one of your skills could also open up new dialogue options, and there were perks to unlock even more. Having a high science skill let you talk about technology, having a high gun skill let you display your knowledge of firearms, having a high medicine skill let you talk about diseases, viruses, medicines, etc., having a high explosive skill let you have a vast knowledge of bomb placement, diffusing, types, etc. You were able to use your Karma (morality) to have access to different conversation options as well. Or, in the end, you could choose to do everything solely for the money. Unfortunately, Fallout 4 shits all over this... But regardless, Fallout games vastly surpass TES in terms of dialogue and roleplaying. The only exception to this rule I can think of is the addition of Serena (Selena?) in the Dawnguard DLC, who offered the player the option to talk about their family, and had lots of personality dialogue bits. The interactions between Dovahkiin and that vampire girl are better than any other interaction in the game, period. It's almost intimate if you allow it to be, or if you prefer to play as someone super apathetic and disconnected, you're able to do that as well. That's good character building. That's good roleplaying. Hell, that's just decent writing. Hopefully future TES games start taking notes from Fallout and Dawnguard. I prefer TES, but they're absolutely abysmal in the writing department, except for certain questlines like the Dark Brotherhood in Oblivion, which is still one of my favorite guilds in gaming. That's fine, but I don't care for the Fallout series nor do I intend to play it. I'll just take your word for it, but my feelings remain the same. I'm not asking you to care about Fallout. I'm just telling you that TES has awful roleplaying, and using that as a template would actually effectively downgrade Bioware's games.
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Post by Deleted on Feb 17, 2017 13:42:33 GMT
That's fine, but I don't care for the Fallout series nor do I intend to play it. I'll just take your word for it, but my feelings remain the same. I'm not asking you to care about Fallout. I'm just telling you that TES has awful roleplaying, and using that as a template would actually effectively downgrade Bioware's games. And I disagree, but I won't get into it. It's just my personal feelings. That's all.
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Post by projectpatdc on Feb 17, 2017 13:55:46 GMT
I want to add epic music and epic boss battles/fights to the list. A few of the reaper fights were cool but never really felt that epic compared to other games. I want fights due to the combat, scale, music, and story to give me goosebumps while playing so I'm sitting at the edge of my seat going holy fuck this is epic!
It's something Mass Effect has never really gotten quite right (Especially the OT finale), and I think they have every chance to deliver on this experience. Note: Mass Effect 1's soundtrack is still the best in any game IMO though. Implementing that music into more epic fights and game play is my hope. A game can still suck if the story is good but the gameplay isn't epic. But a game can be good when it's epic/fun with not the best story.
Spoilers on the FFXV Ifrit fight but you get a sense of what I'm talking about.
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Post by Arcian on Feb 17, 2017 14:09:59 GMT
The story. Every game needs a solid story that creates interest and engages the player. That's what killed the previous three mass effect games, they were the worst games ever because they had the worst stories ever, you can blame the retarded game makers for that. Andromeda will be nothing if it doesn't have a good story. Doesn't even need a great story, just needs something without huge plot holes and retcon and terrible characters and terrible dialogue and weak writing, all things which killed the previous mass effect games dead. But andromeda suffers from these problems too and for this reason it will be one of the worst games ever. Imagine what Mass Effect could have been like if written by the guys at Obsidian.
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Post by Deleted on Feb 17, 2017 14:20:12 GMT
The story. Every game needs a solid story that creates interest and engages the player. That's what killed the previous three mass effect games, they were the worst games ever because they had the worst stories ever, you can blame the retarded game makers for that. Andromeda will be nothing if it doesn't have a good story. Doesn't even need a great story, just needs something without huge plot holes and retcon and terrible characters and terrible dialogue and weak writing, all things which killed the previous mass effect games dead. But andromeda suffers from these problems too and for this reason it will be one of the worst games ever. Imagine what Mass Effect could have been like if written by the guys at Obsidian. Is Obsidian particularly good at writing stories? The only example I know of is New Vegas, which has good dialogue, for the most part, but the story isn't really especially impressive. Personally, I think Mass Effect would've been perfect without EA. There was clearly a change in focus in writing and gameplay once they came along, and while it was good for ME2, it hurt the series in the end.
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Post by Vortex13 on Feb 17, 2017 14:24:35 GMT
In all honesty, the gameplay mechanics are the least of my worries for Andromeda. Even DAMP, with it's myriad of problems was still fun to play on a base level; it just buried that under bloated grinding, and tying ability damage to weapon damage. I know that the game will be engaging to play from a straight up combat stand point.
The most important part of the game (to me) is going to be the story, specifically the amount of 'alien-ness' that the setting will have. Sure the game will have characters talking about their daddy issues, it will get all lovey-dovey with the romance options, and will likely touch on some aspect of a social/political idea that BioWare feels like soapboxing about, but what about the actual science fiction elements? I am hoping that BioWare is able to capture that level of nuance that ME 1 had with 'alien' aliens like the Rachni, Thorian, and that game's depictions of the Elcor and Hanar. A universe that doesn't immediately conform to what we would find recognizable or comfortable. Even the uncharted worlds in the first game did a good job at driving home that sense of foreignness; not in the sense that their map layout was any good, or that it was fun to drive the Mako across them mind you. Just that, you go to this barren rock; utterly hostile to life as we know it; and you realize that this is the majority of what's out there in the galaxy, that comfortable, Earth-like planets are in the vast minority, and that the universe in fact doesn't revolve around us.
I am hoping to see more things like that in the writing personally.
EDIT: But if those writing points are "too hard" or "not a high enough priority" for BioWare, then I would respectfully ask that the MP would at least have a kit in the form of a Rachni Brood Warrior, or an Elcor Devastator Solider etc. Something 'alien' I can play as, I'll settle for that.
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Post by asherax on Feb 17, 2017 14:25:18 GMT
I can't name just one most important thing, there are several. -The clean and sexy futuristic art style, including "The Arc". -Multi-threaded storylines with alternative paths. However, that does NOT mean big galaxy altering decisions. The eventual macro-state of the galaxy has to be the same regardless of player decisions. So no species wiped out in one play through, yet alive in another, no key-worlds destroyed in one playthrough yet blown apart in another. If Alderaan gets blown up in one playthrough, it has to get blown up in every playthrough. Variations on a micro-level, like squad composition, are totally acceptable though. -Character relationships, not only between player character and NPC, but also between different NPCs -Social and political background. One of the things I really liked about the previous games, was the great amount of non-player factions. Various criminal syndicates, with or without ties to a variety of political organizations. The citadel was a political collection of wasp nests, which definitely brought life to the game as a whole.
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Post by Deleted on Feb 17, 2017 15:02:39 GMT
For me the most important thing is the story, the overall plot and engaging lore.
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Post by projectpatdc on Feb 17, 2017 15:15:22 GMT
I can't name just one most important thing, there are several. -The clean and sexy futuristic art style, including "The Arc".-Multi-threaded storylines with alternative paths. However, that does NOT mean big galaxy altering decisions. The eventual macro-state of the galaxy has to be the same regardless of player decisions. So no species wiped out in one play through, yet alive in another, no key-worlds destroyed in one playthrough yet blown apart in another. If Alderaan gets blown up in one playthrough, it has to get blown up in every playthrough. Variations on a micro-level, like squad composition, are totally acceptable though. -Character relationships, not only between player character and NPC, but also between different NPCs -Social and political background. One of the things I really liked about the previous games, was the great amount of non-player factions. Various criminal syndicates, with or without ties to a variety of political organizations. The citadel was a political collection of wasp nests, which definitely brought life to the game as a whole. Dat Arc is a must
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Post by hector535 on Feb 17, 2017 15:15:38 GMT
1. story and characters 2. gameplay 3. customization
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